(package nx/tactics/books/combat
:libs (lib base :path nx/tactics/base))
(func tacticsbook : base/book
(book
:name "Combat"
:image "Warrior.jpg"
:chaptermap
(chaptermap
"Combat Overview"
(chapter
:name "Combat Overview"
:sectionmap
(sectionmap
"Aiming and Range"
(section
:name "Aiming and Range"
:summary
"* It takes 3 seconds to aim a weapon at a target.
* Range - Each 50m range takes an additional 1 second to aim. Pistols incur -1 Attack per 50m. Rifles incur -1 Attack per 100m.
* Aiming with a Scope - Using a scope triples the aim time and the effective range.")))
"Example of Play"
(chapter
:name "Example of Play"
:sectionmap
(sectionmap
"Street Fight"
(section
:name "Street Fight")))
:Rules
(chapter
:name "Rules"
:sectionmap
(sectionmap
"Weapon Rules"
(section
:name "Weapon Rules"
:rulemap
(rulemap
"Firing Arc"
(rule
:name "Firing Arc"
:summary
"Larger weapons are often cumbersome to use or aim and may only attack in a particular arc. The
following abbreviations are used:
* F - Front. Can only attach in any front arc.
* B - Back. Can only attack in any rear arc.
* FF - Fixed Forward. Can only attack the forward arc.
* FB - Fixed Backward. Can only attack the rear arc.
* FL - Fixed Left. Can only attack the left arc.
* FR - Fixed Right. Can only attack the right arc.
* Turrent - Turret mount. Can attack in any direction but must use [Turret] rules to fire anywhere
but forward.
* Pintle - Pintle mount. Can attack in any direction without limit, but if the pintle mount is used,
a crew member is exposed and may be targetted separately from the vehicle at -1.")
:Reload
(rule
:name "Reload"
:summary
"* [Action]: An item with Reload may not be used until all Reload tokens are removed.
* [Action]: An item with Reload adds the number of Reload tokens each time the item is used.
* Gain a White [Reload] Token for each Reload value each time the weapon is fired.
1. Panther G 13 sec
2. PZ IV F1 9 sec
3. PZ IV F2 10 sec
4. Tiger 1E 15 sec
5. IS-2 20 sec - This is longer due to the IS-2 having a 122mm cannon and the shell has to be loaded in two parts. Although the first shot to a Panther, Tiger or a PZ IV is usally fatal.
6. KV-1S 12 sec
7. T34-76 13 sec")
"Shoot From The Hip"
(rule
:name "Shoot From The Hip"
:summary "* Any unit shooting from the hip takes -1 Attack.")))))
:Skills
(chapter
:name "Skills"
:sectionmap
(sectionmap
"Combat Skills"
(section
:name "Combat Skills"
:skillmap
(skillmap
:Defend
(skill
:name "Defend"
:titles "Armorer, Defender, Shield Bearer, Shield Warden, Warder"
:stat "Body"
:abilitymap
(abilitymap
:Armorsmithing
(ability
:name "Armorsmithing"
:summary "* The ability to repair, improve, or even create armor.")
:Counterattack
(ability
:name "Counterattack")
"High Block"
(ability
:name "High Block"
:summary
"-1 Speed
+4 Defense vs. [High Attack]
+1 Defense vs. other attacks")
"Low Block"
(ability
:name "Low Block"
:summary
"-1 Speed
+4 Defense vs. [Low Attack]
+1 Defense vs. other attacks")
"Powered Armor"
(ability
:name "Powered Armor")
"Shield Bash"
(ability
:name "Shield Bash")
"Shield Block"
(ability
:name "Shield Block"
:summary "* [Defend] [Damage]: Add Shield [Armor] to your [Armor].")
"Shield Charge"
(ability
:name "Shield Charge")
"Shield Guard"
(ability
:name "Shield Guard"
:summary "* [Reaction] [Damage]: Before adjacent unit takes damage, discard a [Club] to add your Shield [Armor].")
"Shield Sacrifice"
(ability
:name "Shield Sacrifice"
:summary "* [Club] [Defend] [Damage]: The shield becomes the target of any [Overwhelm] damage."))
:specialtymap
(specialtymap
"Medium Armor"
(specialty
:name "Medium Armor")
"Heavy Armor"
(specialty
:name "Heavy Armor")
:Shields
(specialty
:name "Shields")))
"Close Combat"
(skill
:name "Close Combat"
:reference
"* The usefulness of kicks in self-defense and actual combat has been debated. Kicks are powerful but risk balance, expose the groin, and risk take downs.
* Joker, there is nothing wrong with you that I can't fix. With my hands. - Batman, The Dark Knight Returns
* There are seven working defenses from this position. Three of them disarm with minimal contact, three of them kill. The other....hurts. - Batman, The Dark Knight Returns
* Beat losers, get paid. - Sett, Runeterra"
:summary
"* [Targeting]: Close combat may only be used to attack the space directly ahead or the space you are on.
* The baseline for kicking abilities is that they are -1 Speed and +1 Damage
with a minor special ability.
NAME SPD DMG MV DEF
SHORT KICK + 1 + 0 + 0 S,C,A
FORWARD KICK + 0 + 2 -- 1 S,C,A
----------------------------------------------------------------------------------------------------------------------------------
BACK ROUNDHOUSE -- 2 + 2 -- 1 None K2 * Ignores all Blocks except for San He and Evade Blow.
*CARTWHEEL KICK -- 1 -- 1 + 0 S,C (2 W) K4, A3 * DMG vs. all adjacent hexes; opponents who take DMG are Knocked Back one hex; Straight Line attack; the fighter may use full MV, dealing DMG each time he moves next to an opponent.
CRESCENT KICK -- 1 + 4 -- 2 S, miss C K3 * KDA
DESCENDING WHEEL KICK -- 2 +3 (x2) + 0 (Special) (1 W) K4, A3, Jump, Ft.Swp * First hit = Aerial, Block- S, miss C; Second hit = Crouching, KD, Block- C, miss A.
FOOT SWEEP -- 2 + 3 -- 2 C, miss A K2, Crouch * KD; Crouching Maneuver.
FORWARD CHEST KICK + 0 + 2 -- 1 S,C,A K3 * KD.
Forward Flip Kick + 1 + 5 Two S,A (1 W) K3, A3, Handstand Kick * KD, KDA (unless blocking), (dodge move?)
*FORWARD SLIDE KICK + 0 + 2 + 0 C, miss A K2, A2 * KD
FRONT SNAP KICK + 2 + 2 None S,C,A K2 **
HAMMER KICK -- 2 + 3, + 4 -- 2 C,miss A (1 W) K3,(x2)K,Ft.Swp * KD; Hits Downed opponents.
*HEEL STAMP + 2 -- 4 + 1 S,C, miss A K1, A1 * Opponent is Knocked Back (Fighter's Str. + Athletics) - Opponent's Str.; Fighter is KnockedBack 1.
JUMPING SOBAT(TO) -- 1 + 4 Two S,C,A K2, A1, Jump * Aerial. (MY: Aviods Sweeps [fist,foot,spin foot], may only be blocked C or w/ Kick Def) This is charlie's hop toward low kick.
KNEE DROP -- 1 + 3 -- 1 (miss S,C,A) K2, A1 * Attacks Downed opponents only.
LONG SWEEP KICK -- 2 + 3 None C, miss A K2, Crouch, Foot Sweep * KD; Crouching; this maneuver may be used to strike an opponent who is 1 Hex away.
PUSH KICK (STOMACH KICK) + 0 + 1 + 0 S,C,A K2 * Knockback.
RISING BIRD KICK -- 1 + 0(x3) One S,C (1 W) K4,A4,Jump,Dbl-Hit Kick * KDA; Aerial Maneuver.
Shin Strikes (+ 0) (+ 1) (+ 0) (Normal) K3 * used in conjunction with any basic Kick; the fighter must be in an adjacent Hex to use this maneuver.
SPINNING FOOT SWEEP -- 2 + 3(x2) None C, miss A (1 W) K2, A1, Foot Sweep * DMG is dealt to all adjacent hexes, target in front of fighter is struck twice; KD; Crouching.
SPLITS KICK -- 1 + 4 One S, miss C K2 * KDA
STEPPING FRONT KICK + 0 + 1(x2) + 1 S,C (1 W) K4, Double-Hit Kick * Fighter must MV into opponent's hex; 1st hit causes Knockback.
Studder Step Kick + 1 + 2 One C(miss A) K3, A1 * Must be blocked low.
THRUSTING FORWARD KICK + 1 + 2 + 1 S, C (1 W) K2, A1 * Aerial Maneuver; KDA.
Punch
Name Speed Damage Move Defense
Jab +2 -1 +0 S,C,A
Strong Punch +0 +1 +0 S,C,A
Fierce Punch -1 +3 -1 S,C,A
----------------------------------------------------------------
Boshi-Ken(Thumb Drive)-1 +2 +0 S,C,A
P2,A2
xIf damage is scored opponent suffers -1 move next round.
Buffalo Punch -2 +5 One S,A
P2
Bushin Air Elbow +2 -1 +2 S,A
P3,A1,Elbow Strikes,Jump
xAerial Maneuver
Caber Punch -2 +3 -1 S,C,A
P2,Str4
xKD
Cobra Hand Strike +3 +1 +1 S,C,A
(1W) P3
Dash Punch +0 +4 +2 S,C
(1W) P4,A1
Dash Uppercut +0 +4 +2 S,miss C
(1W) P4,A1,Dash Punch
xKDA
Double Hit Punch -1 +0(x2) +0 S,C,A
P2
Ear Pop -1 +0 -1 S,C,A
P2
xIgnores Sta:fighter -1 Honor
Elbow Barrage +0 +0(x3) One S,C
(1W) P4,Elbow Smash,Elbow Strikes
xMust be in opponent's hex
Elbow Drop +0 +2 +0 miss S,C,A
P2,A1
xMust be used on Downed opponent; If opponent is interrupted he
loses action and is still considered downed at the end of round.
Elbow Smash +2 +2 One S,C,A
P1
Elbow Strikes (+0) (+1) (+0) (normal)
P3
xUsed in conjunction with any basic punch, must be in opponent's
hex.
Fist Sweep -1 +3 -2 C,miss A
P3
xCrouching Maneuver;KD
Flaming Dragon Punch-1 +6(x3) -2 S,C
(1C,1W) P5,A1,F2,Dragon Punch
xKD;Knockback 1(all);->Aerial Maneuver
Hand Of The Crane +1 +0 +0 (Normal)
P4
xMay be used in conjunction with any basic Punch while standing.
Hand Of The Eagle Claw+1 +0 +1 (Normal)
P4,A3,Jump
xMay be in conjunction with any basic Punch while Aerial.
Hand Of The Striking Mantis+0 +0 +0 (Normal)
P4,A2,Dex4
xMay be used in conjunction with any basic Punch while standing:
fighter may strike opponent one hex away.
Hook +0 +3 -2 S,C,A
P1
Iron Palm(Tieh Sha Chang) +0 +4 -1 None
(1C) P4,F4
xIgnores Blocks;KDA
Kidney Punch +0 +2 +0 S,C,A
P2
xFighter must be behind opponent or in opponent's hex to execute
this maneuver; following round opponent is -1 SPD.
Lunge Punch +0 +1 +1 C
P3,A1
Neck Shatterer -1 +4 -2 S,miss A
P2,Elbow Strikes
Palm Heel Punch -2 +3 +0 S,C,A
P2
xWhen DMG is dealt treat total as if it were one higher for
purposes of calculating dizzy.
Power Uppercut -1 +3 One S,C
P1
xKDA
Razor Fist Punch +1 +4 +0 S,C
(1C,1W) P5
xKnockback1;DMG is Aggrivated
Rekka Ken (+3) (+0) (+0) (Normal)
(1W per turn)P4,A2
xUsed with any basic punch; can be used for up to 3 turns; if
used full 3 turns next round must be spent taunting, or lose 3
Glory; Combo to dizzy.
Reverse Fist Punch +0(+2) +2 One S,C,A
P1
x+2 SPD if punch follows a set up punch.
Rushing Strong +0 +1 +1 S,A
P2
Shikan Ken(knuckle fist) +1 +1 +0 S,C
P2
xSTR.test to knock opponent back 1 hex; KDA
Shockwave +0 +0 None S,C,miss A
(1C) P4,F2
xShockwave extends in straight hex line; 1 hex per dot in STR;
KD all.
Spinning Chothesline +0 +0 -2 S,miss C
(1W) P4,A3,Clothesline
xDMG vs. all adjacent hexes; Knockback 1 each time DMG is dealt;
Advance with MV after each hit, may roll DMG again if applicable;
Dodge Maneuver.
Spinning Knuckle -1 +1(x2) +3 S,C
(1W) P3,A1,Spinning Back Fist
xDodge Maneuver.
Strong Decending Elvow +0 +1 +1 S,A
P2,A1,Jump
xAerial.
Sword Hand Strike -1 +4 -2 S,C,A
P3
xIgnores armor,Toughskin,etc.
Triple Strike -2 (+0,+0,+1) None S,C,A
P2,K1
xRoll three damage tests as indicated, take highest two rolls.
Turn Punch Rnd 1-1 +4 Two S,C
(W first turn)P4 Rnd 2-1 +5 Two S,C
Rnd 3+0 +6 Two S,C
Rnd 4+1 +7 Two S,C
xCard is layed face down; May be played at any time thereafter as
long as card is left face down; -1 SPD,DMG,MV while charging
maneuver; Need not be used.
Uppercut +1 +2 -1 S,C,A
P1
x +1DMG vs. Crouching."
:titles "Brawler, Grappler, Hand-to-Hand, Infighter, Martial Artist, Wrestler"
:stat "Body"
:abilitymap
(abilitymap
:Punch
(ability
:name "Punch")
:Kick
(ability
:name "Kick"
:summary
"* [Low Attack]
-1 Initiative
-1 Move
+1 Damage")
:Grab
(ability
:name "Grab"
:summary
"-1 Initiative
-1 Action
* Attempt to grab an item. Roll vs. Body to succeed.")
"Back Fist"
(ability
:name "Back Fist"
:summary "* Strike with the back of the fist or open hand."
:titles "Backhand, Bitch Slap")
:Clothesline
(ability
:name "Clothesline"
:summary "Clothesline -1 +2 +0 S,C,miss A")
"Bull Rush"
(ability
:name "Bull Rush")
:Charge
(ability
:name "Charge")
"Crouching Strike"
(ability
:name "Crouching Strike"
:summary
"Crouch low and deliver a powerful blow to the mid-section or below the belt.
* [Attack] [5]: +1 Effect"
:titles "Ducking Punch")
"Deflecting Punch"
(ability
:name "Deflecting Punch"
:summary
"* The fighter deflects a punch at him and immediately counters with a punch of his own.
* [Counter]: +1 Effect")
"Dragon Strike"
(ability
:name "Dragon Strike"
:summary
"* When striking with the fist, more power can be exerted when the movement originates from the feet, is guided by the waist, flows through the body, and exits through the fist.
* [Attack] [J]: +1 Knockback
* [Aerial]"
:titles "Dragon Fist, Dragon Punch")
"Ear Pop"
(ability
:name "Ear Pop"
:summary
"* Disorienting attack that causes temporary or permanent deafness.
* -1 Initiative
* -1 Attack
* +2 Stun
* -2 Move
* Criticals: Deafness")
"Elbow Drop"
(ability
:name "Elbow Drop")
"Elbow Strike"
(ability
:name "Elbow Strike"
:summary
"* Devastating blow common to Muay Thai.
* +1 Initiative
* +1 Damage
* 1 Move"
:titles "Elbow Smash")
"Eye Rake"
(ability
:name "Eye Rake"
:summary
"* Disorienting attack that causes temporary or permanent blindness.
* -1 Initiative
* -1 Attack
* +2 Stun
* -2 Move
* Criticals: Blindness")
"Fists of Fire"
(ability
:name "Fists of Fire")
:Haymaker
(ability
:name "Haymaker"
:summary
"* A slow all out attack that causes massive damage. Especially
useful to finish off weakened opponents.
-2 Initiative
0 Move
+2 Damage"
:titles "Two-Fisted Smash")
"Head Butt"
(ability
:name "Head Butt"
:summary
"-2 Move
+1 Damage")
:Hyperfist
(ability
:name "Hyperfist"
:summary
"* [Critical Hits] can be exchanged for additional Attacks.
Same as [Auto].
-2 Initiative
-1 Damage
1 Move"
:titles "Hundred Hand Slap, Lightning Fist, Rapid Punch")
:Jab
(ability
:name "Jab"
:summary
"* A quick, weak strike.
+2 Initiative
+1 Accuracy
-2 Damage
+1 Move")
"Knife Hand"
(ability
:name "Knife Hand"
:summary "* [Damage]: [Critical Hits] may reduce opponent's [Armor] roll.")
"Knuckle Fist"
(ability
:name "Knuckle Fist"
:summary "* [Critical Hits] cause Knockback.")
"Monkey Punch"
(ability
:name "Monkey Punch"
:summary
"* Grab blocking arm and punch
* If opponent used a block, ignore it."
:titles "Grab Punch")
"Nerve Strike"
(ability
:name "Nerve Strike"
:summary
"* Use the tips of the fingers to strike and pinch nerve clusters
to produce pain and debilitation.
* [Action]
* -1 Initiative
* +1 Stun"
:titles "Atemi Strike, Atemi Waza, Cobra Strike")
"One Two Punch"
(ability
:name "One Two Punch")
"Palm Strike"
(ability
:name "Palm Strike"
:titles "Palm Heel Strike, Shotei")
"Phoenix Strike"
(ability
:name "Phoenix Strike"
:summary
"* Middle finger protrudes from fist to strike nerve clusters to
cause numbness.
* [Criticals] can be exchanged for Slow tokens.")
:Ram
(ability
:name "Ram"
:summary
"* [Action]
* +1 Knockback"
:titles "Shoulder Smash")
"Spinning Back Fist"
(ability
:name "Spinning Back Fist"
:summary
"* The fighter spins around adding force to the blow.
-1 Initiative
+1 Damage
+1 Move")
"Strike Defense"
(ability
:name "Strike Defense"
:summary
"* The fighter concentrates on the strikes of the opponent but
becomes vulnerable to other attacks.
* [Reaction]
+1 Initiative
-1 Move
+2 Defense vs. Strikes (-1 Defense vs. Others)")
"Sword Hand"
(ability
:name "Sword Hand"
:summary
"+1 Accuracy
+1 Damage
-2 Move"
:titles "Karate Chop")
"Tiger Claw"
(ability
:name "Tiger Claw"
:summary "Tiger Claw Strike (+0) (+1) (+0) S,C,A")
:Uppercut
(ability
:name "Uppercut"
:summary
"* This powerful punch starts low and ends high using the fighter's
leg and back muscles to increase damage.
* [Criticals] can be exchanged for Knockback
-1 Initiative
+1 Damage
-1 Move")
"Axe Kick"
(ability
:name "Axe Kick"
:summary
"* Fighter raises his leg high over his head and snaps it down
toward the opponent's head and neck.
* [High Attack]
-1 Initiative
-2 Move
+1 Damage")
"Back Kick"
(ability
:name "Back Kick")
"Backflip Kick"
(ability
:name "Backflip Kick"
:summary
"* [High Attack]
* [Limited] by [Acrobatics].
+1 Initiative
1 Move (directly backwards)
+1 Damage"
:titles "Flash Kick")
"Crescent Kick"
(ability
:name "Crescent Kick")
"Double Kick"
(ability
:name "Double Kick"
:summary "* [Combo]: [Roundhouse Kick] followed by [Spinning Thrust Kick]")
"Dragon Kick"
(ability
:name "Dragon Kick"
:summary "-- 1 +6 (x2) -- 2 S,C (1C, 1W) K5, F4, Jump * Knockback; KD; -->Aerial Maneuver.")
"Dragon Tail"
(ability
:name "Dragon Tail"
:summary
"* The fighter drops low, extends his leg and whirls around quickly,
kicking his opponents and knocking their feet out from under them.
-2 Initiative
-1 Accuracy
Damage is [Knockback] instead.
Criticals are [Knockdown] instead."
:titles "Iron Broom, Tiger Tail Sweep")
"Drop Kick"
(ability
:name "Drop Kick"
:summary
"* Ends [Prone].
* Kick the opponent with the soles of both feet and fall to the ground.
-- 1 + 2 -- 1 S miss C,A K2, A1 **")
"Flying Kick"
(ability
:name "Flying Kick"
:image "MartialArts/FlyingKick.jpg"
:summary
"* The fighter launches himself feet first into the air toward his
opponent. He ends his move with a powerful kick, usually to the
opponent's head or midsection.
+1 Accurary
+1 Damage
+1 Move (Aerial in one direction)
+ 0 + 6 -- 2 S,C (1 W) K4, A4, Jump * Knockback; KD; --> Aerial Maneuver."
:titles "Flying Thrust Kick")
"Foot Stomp"
(ability
:name "Foot Stomp"
:reference
"* The toe crusher. That went out of style when I left kindergarten.
- Kung Fu Hustle"
:summary "* Stomp on opponent's foot to slow their movement.")
"Handstand Kick"
(ability
:name "Handstand Kick"
:summary
"* The fighter bends over, places his hands on the ground, and then
presses his legs up into a handstand. The legs snap up with
tremendous kicking force. Can be used while [Prone]
-1 Initiative
1 Move
+2 Damage")
"Hurricane Kick"
(ability
:name "Hurricane Kick"
:image "MartialArts/HurricaneKick.jpg"
:summary
"-1 Speed
-2 Attack
* May attack up to 2 units in any surrounding spaces."
:titles "Butterfly Kick, Whirlwind Kick")
"Kick Defense"
(ability
:name "Kick Defense"
:summary
"* The fighter concentrates on the legs of the opponent but becomes
vulnerable to other attacks.
* [Reaction]
+1 Initiative
-1 Move
+2 Defense vs. Kicks (-1 Defense vs. Others)")
"Kick Off"
(ability
:name "Kick Off"
:summary
"* Propel yourself and opponent apart instead of damaging. Especially
useful when the opponent is near dangerous terrain.
-1 Initiative
+1 Accuracy
[Hits] are [Knockback] instead.
[Critical Hits] are [Knockdown] instead."
:titles "Heel Stamp")
"Knee Drop"
(ability
:name "Knee Drop")
"Knee Strike"
(ability
:name "Knee Strike"
:image "MartialArts/TigerKnee.jpg"
:summary
"* Leap up to strike with the knee to the stomach, chest or face
using the momentum of the leap to increase damage.
+2 Initiative
+1 Damage
0 Move"
:titles "Flying Knee Thrust, Tiger Knee")
"Leg Sweep"
(ability
:name "Leg Sweep"
:summary
"* A low spinning kick designed primarily to knock an opponent of
his feet.
-2 Move
-1 Accuracy [Low Attack]
+1 Damage
[Critical Hits] are [Knockdown]"
:titles "Foot Sweep")
"Lightning Leg"
(ability
:name "Lightning Leg"
:image "MartialArts/LightningLeg.jpg"
:summary
"* [Finishing Move]
* [Attack]: [Auto]
LIGHTNING LEG -- 2 + 1(x3) None as 100handslap (1 W) K3, Double Hit Kick * Knockback; When this maneuver is chosen the fighter determines which of the three attacks strike high, and which strike low (2 high, 1 low; or 1 high, 2 low), this affects blocking accordingly.")
"Reverse Front Kick"
(ability
:name "Reverse Front Kick"
:summary
"* Feint kick past head then snap back into the back of the head or
neck.
-1 Initiative
+1 Accuracy
-2 Move")
"Roundhouse Kick"
(ability
:name "Roundhouse Kick"
:summary
"* Fighter pivots and kicks using the momentum from the pivot to
increase the damage of the kick.
-1 Initiative
-1 Action
+2 Damage")
"Scissor Kick"
(ability
:name "Scissor Kick"
:summary
"* Leap up and kick two opponents in different directions
simultaneously.
-1 Initiative
0 Move [Aerial]
-1 Damage")
"Side Kick"
(ability
:name "Side Kick")
"Slide Kick"
(ability
:name "Slide Kick"
:summary
"+1 Speed
* [Low Attack]
* Critical Hits can be [Knockdown]
* End Action [Prone]")
"Spinning Thrust Kick"
(ability
:name "Spinning Thrust Kick"
:summary
"* Fighter spins gaining momentum and thrusts with the heel.
-2 Initiative
-2 Move
+2 Damage"
:titles "Amaranth Kick, Mule Kick")
"Vault Kick"
(ability
:name "Vault Kick"
:summary
"* Vault over an obstacle and land a devastating kick with all of your weight.
+0 Move - Ignore the terrain penalty of 1 space next to the target.
+0 Accuracy - [High Attack]
+1 Damage
Criticals are [Knockback]")
"Atomic Drop"
(ability
:name "Atomic Drop")
"Air Throw"
(ability
:name "Air Throw"
:summary
"* The fighter intercepts a leaping or flying opponent in mid-air,
twists, and slams him to the ground, landing on top of him.
* [Reaction], [Aerial]
+1 Initiative
+0 Damage is [Knockdown]. Damage also reduces falling Damage
to the fighter.
Criticals are [Knockdown]. Criticals also reduces falling Criticals
to the fighter.")
:Backbreaker
(ability
:name "Backbreaker"
:summary
"* The fighter lifts his opponent in the air and smashes him to the
ground or onto his knee. This maneuver can cause serious spinal
injuries.
* Uses a [Hold]
-2 Initiative
-1 Accuracy
+2 Damage
Criticals are [Cripple]")
"Backroll Throw"
(ability
:name "Backroll Throw"
:summary
"* The fighter grabs the opponent and then rolls backwards while
using his legs to help lift and throw the opponent over him. The
opponent is send directly behind the fighter and the fighter is
left [Prone].
* Uses a [Hold]
-1 Initiative
+1 Damage is [Knockdown]
Criticals are [Knockdown]")
"Bear Hug"
(ability
:name "Bear Hug"
:summary
"* The fighter wraps his arms around the opponent and crushes him.
* [Continuous]
* Requires a [Hold]
-1 Initiative
+1 Damage
1 Move")
"Choke Hold"
(ability
:name "Choke Hold"
:summary
"* The fighter wraps his arms around the opponents neck and begins
choking him.
* [Continuous]
* Requires a [Hold]
-1 Initiative
Criticals are [Asphixiation]
1 Move")
"Fighting Hold"
(ability
:name "Fighting Hold"
:summary
"* While holding the opponent, strike him repeatedly.
* Requires [Hold]
* [Continuous]
+1 Initiative
+1 Accuracy
+1 Damage
1 Move")
"Grappling Defense"
(ability
:name "Grappling Defense"
:summary
"* Skilled grapplers must learn how to resist and escape from the
same maneuvers that they use.
* [Reaction]
+1 Initiative
-1 Move
0 Damage - Remove a [Hold] from yourself.
Criticals - Remove additional [Holds].")
"Ground Fighting"
(ability
:name "Ground Fighting"
:summary "* [Passive]: Ignore penalties for being [Prone].")
:Headlock
(ability
:name "Headlock")
"Hip Throw"
(ability
:name "Hip Throw"
:summary
"* This is a quick move to get an opponent on the ground. The
fighter moves a leg behind the opponent's and pushes him past the
hip and directly to the floor.
-1 Move
Damage - [Knockdown]
Criticals - [Knockdown]")
:Hold
(ability
:name "Hold"
:summary
"* Puts a [Hold] on opponent.
+1 Initiative
0 Damage - Add a [Hold] token.
0 Criticals")
:Hook
(ability
:name "Hook"
:summary
"* The hook is a powerful punch with knockout power.
* When throwing a hook, the puncher shifts his body weight to the
lead foot, allowing him to pivot his lead foot and generate
kinetic energy through the hip/torso/shoulder, swinging his lead
fist horizontally toward the opponent.
-1 Initiative
+1 Damage
+0 Criticals - [Stun]")
"Iron Claw"
(ability
:name "Iron Claw"
:summary "Damaging Grab")
"Joint Lock"
(ability
:name "Joint Lock"
:summary
"* The fighter grabs a limb tightly and leverages the limb in ways the joint was not meant to turn. The attack is incredibly painful and can cause sprains, dislocations, and breaks.
* [Continuous Hold]
-2 Initiative
-1 Accuracy
+0 Damage - +1 Stun
+0 Criticals - [Cripples]"
:titles "Armbar, Armlock, Hammerlock, Leg Lock")
"Knee Bash"
(ability
:name "Knee Bash"
:summary
"* While holding the opponent, knee him repeatedly in the head or stomach.
* Requires [Hold]
* [Continuous]
-1 Initiative
+1 Accuracy
+2 Damage
0 Move")
"Neck Break"
(ability
:name "Neck Break"
:summary
"* The fighter grabs the opponent's head and twists it with the intention to break the neck. For best effect this is used as a surprise attack.
-2 Initiative
-2 Accuracy
+4 Damage
Criticals are [Cripples]")
:Nelson
(ability
:name "Nelson")
:Piledriver
(ability
:name "Piledriver")
:Pin
(ability
:name "Pin"
:summary
"* While grappling, attempt to immobilize the opponent.
* Requires [Grapple]
* [Continuous]
+1 Damage - Damage is [Stun].
Criticals are [Slow]")
:Reversal
(ability
:name "Reversal")
"Shoulder Throw"
(ability
:name "Shoulder Throw"
:summary
"* The fighter lifts the opponent his is holding over a shoulder and hurls him as far as his strength will allow.
* Requires a [Hold].
-1 Move
+1 Damage - [Knockback] in any direction the fighter chooses.
Criticals - [Knockback]")
"Sleeper Hold"
(ability
:name "Sleeper Hold")
:Suplex
(ability
:name "Suplex")
:Tackle
(ability
:name "Tackle"
:summary
"* Dive at the opponent and use weight and momentum to take you both to the ground.
+1 Initiative
+1 Move
+1 Accuracy. Succeed or fail, the fighter is [Prone].
Damage is [Knockdown].
Criticals are [Knockdown]"
:titles "Flying Tackle")
"Take Down"
(ability
:name "Take Down"
:summary
"* Fighter wraps his limbs around the opponent and causes both fighters to fall [Prone].
+1 Initiative
-1 Move
0 Damage - Both fighters are [Prone] and puts a [Hold] on the other.
0 Criticals")
"Thigh Press"
(ability
:name "Thigh Press"))
:specialtymap
(specialtymap
:Strikes
(specialty
:name "Strikes")
:Kicks
(specialty
:name "Kicks")
:Grappling
(specialty
:name "Grappling"
:summary
"* Atomic Drop
* Air Throw
* Backbreaker
* Backroll Throw
* Bear Hug
* Choke Hold
* Fighting Hold
* Grappling Defense
* Ground Fighting
* Headlock
* Hip Throw
* Hold
* Hook Hold
* Iron Claw
* Joint Lock
* Knee Bash
* Neck Break
* Nelson
* Piledriver
* Pin
* Reversal
* Shoulder Throw
* Sleeper Hold
* Suplex
* Tackle
* Take Down
* Thigh Press")
:Aikido
(specialty
:name "Aikido"
:reference "* Water flows and takes any shape or course, yet it is always consistant with its own nature."
:summary
"* This essentially noncombative Japanese art concentrates on the development of the self, and physical, mental, and spiritual nonresistance. By moving with and blending with an opponent's attacks, they may be used against him.
* Athletics - [Breakfall]
* Evasion - [Deflect], [Disengage], [Drunken Monkey Roll], [Evasive Roll], [Iron Horse], [Weapon Block]
* Grapples - [Air Throw], [Backroll Throw], [Disengage], [Grab], [Grapple Defense], [Hip Throw], [Joint Lock], [Pin], [Shoulder Throw], [Takedown]
* Kicks - [Dragon Tail], [Kick Defense], [Leg Sweep], [Slide Kick]
* Strikes - [Nerve Strike], [Strike Defense]
GRAB:
Ugoku Taosu(5)
Atemi Torae(4)
FOCUS:
Push(2)
Chi Kung Healing(3)
Ghost Form(5)
Stunning Shout(3)
Zen No Mind(3)"
:titles "Aikijutsu")
:Boxing
(specialty
:name "Boxing"
:summary
"* Boxing is a fighting style that concentrates exclusively on punches.
* Evasion - [Iron Skin]
* Strikes - [Dash Attack], [Deflecting Punch], [Feint], [Haymaker], [Head Butt], [Hook], [Hyperfist], [Jab], [Ram], [Spinning Back Fist], [Uppercut]
* Grapples - [Grab]")
:Brawling
(specialty
:name "Brawling"
:summary "* Brawling is no holds bars, no rules hand to hand fighting."
:titles "Bruiser, Pit Fighter, Street Fighter, Thug")
:Capoeira
(specialty
:name "Capoeira"
:summary
"* A Brazilian marital art developed by slaves who were brought to South America from Africa. The style was disguised as dance to avoid punishment when caught training. The style is still typically practiced to music. The style developed acrobatic maneuvers that could be used while chained. Capoeiristas will sometimes cross the field doing cartwheels. Knife fighting is also sometimes included in the style.
* Athletics - [Backflip], [Breakfall], [Cartwheel], [Jump], [Kippup]
* Evasion - [Drunken Monkey Roll]
* Grapples - [Backroll Throw]
* Kicks - [Backflip Kick], [Dragon Tail], [Handstand Kick], [Kick Defense], [Knee Strike], [Leg Sweep], [Spinning Thrust Kick]
* Strikes - [Head Butt], [Strike Defense]")
"Commando Training"
(specialty
:name "Commando Training"
:summary
"* Commando Training is a generic term for the fighting styles taught to armed forces members. It is a practical, sometimes brutal style that borrows from a variety of other styles and combines them into a style that can be taught to recruits quickly.
* Evasion - [Disarm], [Kick Defense], [Strike Defense]
* Grapples - [Choke Hold], [Grab], [Grapple Defense], [Knee Bash], [Joint Lock], [Pin], [Shoulder Throw], [Tackle]
* Kicks - [Knee Strike], [Leg Sweep]
* Strikes - [Elbow Strike], [Hook], [Knife Hand], [Spinning Back Fist], [Sword Hand]"
:titles "Special Forces Training")
:Hapkido
(specialty
:name "Hapkido"
:summary
"* This Korean Martial Art borrows many techniques successfully from other styles; it is a combination of the Aidido, Jujutsu, and Karate styles of Japan with the Korean systems of hwang Do and Taekyon (percursor to Tae Kwan Do). It is a style that teaches focus on passivity in opposing force, countering and attacking with circular motions, and the absolute penetration of an opponent's defenses.
* A Hapkido practitioner receives a strong attack gently and counters a gentle attack powerfully and a subtle rythym of attacks and counters develops in the combat. This perpetual and fluid rythym, as well as constant mobility, are hallmarks of the style.
* Athletics - [Breakfall], [Jump]
* Evasion - [Disarm], [Evasive Roll]
* Grapples - [Back Roll Throw], [Grappling Defense], [Joint Lock], [Choke Hold], [Pin], [Shoulder Throw], [Takedown]
* Strikes - [Deflecting Punch], [Nerve Strike], [Phoenix Strike], [Spinning Back Fist], [Strike Defense]
* Kicks - [Axe Kick], [Crescent Kick], [Double Kick], [Flying Kick], [Kick Defense], [Leg Sweep], [Roundhouse Kick], [Spinning Thrust Kick]")
:Hsing-I
(specialty
:name "Hsing-I"
:summary
"* Hsing-I stylists attempt to use the body's internal energy, ch'i, to perform astounding feats. The first set of block-strike manuevers are based on the five elements (fire, water, earth, metal, and wood). The second is a group of animal based forms (including Dragon, Tiger, Horse, Turtle, Chicken, Snake, and Bear). The typical attack is to block a strike, grab the arm or leg, and strike back with the hand.
* Evasion - [Deflect], [Weapon Block]
* Brawling - [Haymaker]
* Grapples - [Hip Throw], [Joint Lock]
* Kicks - [Kick Defense], [Leg Sweep]
* Strikes - [Grab Punch], [Nerve Strike], [Phoenix Strike], [Strike Defense]"
:titles "Heart and Mind")
:Hwarang-Do
(specialty
:name "Hwarang-Do"
:summary
"* This style concentrates on punches and a wid variety of weapon techniques. Further masters are said to possess mystical powers including telepathy, clairvoyance, and the ability to sense danger.
* A Korean style that is said to have grown out of certain healing techniques, and modern masters are often healers as well. Legend has it that a Buddhist mong developed the style and taught it to the Hwarang who were similar the Korean equivalent of knights: fighters, diplomats, and military leaders who lived by a strict code of honor.
* Athletics - [Breakfall], [High Jump], [Kippup], [Long Jump]
* Evasion - [Deflect], [Disengage]
* Grapples - [Choke Hold], [Grapple Defense], [Joint Lock], [Shoulder Throw]
* Kicks - [Backflip Kick], [Kick Defense], [Roundhouse Kick],
[Slide Kick]
* Strikes - [Dash Attack], [Elbow Strike], [Nerve Strike], [Phoenix Strike], [Strike Defense]
* Focus Powers - [Blind Fighting], [Spirit Healing], [Zen No Mind]")
"Jeet Kune Do"
(specialty
:name "Jeet Kune Do"
:reference "* Use whatever works."
:summary
"* A martial art created by the late Bruce Lee. After studying many differenct martial arts, Lee decided that their reliance on a limited group of maneuvers made them ineffective. Instead, he catalogued all of the ways that the human body could be used to attack or defend and then created a simplified and practical fighting style with no patterns or predefined conceptions.
* Grapples - [Choke Hold], [Joint Lock], [Hip Throw]
* Kicks - [Foot Stomp], [Kick Defense], [Lightning Leg], [Roundhouse Kick]
* Strikes - [Elbow Strike], [Feint], [Nerve Strike], [One Two Punch], [Phoenix Strike], [Spinning Back Fist], [Strike Defense]
* Focus Powers - [Zen No Mind]"
:titles "The Way of the Intercepting Fist")
:Jujutsu/Judo
(specialty
:name "Jujutsu/Judo"
:summary
"* A Japanese fighting style with roots 1200 years old.
* Jujutusu focuses on grapples instead of strikes. The typical maneuver grabs an opponent, forces him to the ground, and finishes him off.
* Athletics - [Breakfall], [Kippup]
* Evasion - [Disarm], [Disengage], [Iron Horse]
* Grapples - [Air Throw], [Backroll Throw], [Choke Hold], [Ground Fighting], [Hip Throw], [Joint Lock], [Pin], [Shoulder Throw], [Takedown]
* Kicks - [Dragon Tail], [Leg Sweep]
* Strikes - [Disarm], [Nerve Strike]")
:Kabaddi
(specialty
:name "Kabaddi"
:summary
"* [Head Butt]
KICK:
Slide Kick(2)
BLOCK:
San He(3)
Energy Reflection(3)
GRAB:
Head Butt Hold(2)
Brain Cracker(1)
Dislocate Limb(3)
Disengage(1)
Air Suplex(1)
ATHLETICS:
Cannon Drill(5)
Flying Body Spear(2)
FOCUS:
Chi Kung Healing(3)
Extendible Limbs(4)
Fireball(3)
Improved Fireball(5)
Regeneration(1)
Yoga Flame(3)
Yoga Teleport(5)
Cobra Charm(2)
Ghost Form(5)
Flying Fireball(3)
Inferno Strike(5)
Mind Reading(3)
Telepathy(2)
Chi Push(5)
Levitation(3)
Balance(3)
Leech(3)")
:Kalaripayattu
(specialty
:name "Kalaripayattu"
:summary
"* A boxing art from southern India that dates back to 500 AD. Fighters are trained in 4 syltes: unarmed, stick fighting, other weapons, and the 108 vital points of the human body. Masters are also skiled healers.
* Athletics - [Breakfall], [Jump]
* Grapples - [Joint Lock], [Throw]
* Kicks - [Flying Kick], [Roundhouse Kick]
* Strikes - [Elbow Strike], [Nerve Strike], [Phoenix Strike],
[Strike Defense], [Sword Hand]
* Focus Powers - [Spirit Healing]"
:titles "Battlefield Practices, Gurus")
:Karate
(specialty
:name "Karate"
:summary
"* Karate focuses on direct strikes and kicks with few grabs or throws.
* An extremely popular martial art originating in Okinawa, Japan in 400 AD. It became well developed only after the Japanese invaders forbade the Okinawans to carry weapons.
* Athletics - [Jump], [Kippup]
* Close Combat - [Hook]
* Evasion - [Deflect], [Disarm], [Iron Horse], [Iron Skin]
* Grapples - [Backroll Throw], [Hip Throw], [Shoulder Throw]
* Kicks - [Axe Kick], [Back Kick], [Cresent Kick], [Dobule Kick], [Dragon Tail], [Flying Kick], [Foot Stomp], [Kick Defense], [Leg Sweep], [Reverse Front Kick], [Roundhouse Kick], [Scissor Kick]
* Strikes - [Crouching Strike], [Dash Attack], [Dragon Fist], [Elbow Strike], [Knife Hand], [Nerve Strike], [Palm Strike], [Spinning Back Fist], [Strike Defense], [Sword Hand], [Tiger Claw]"
:titles "Empty Hands")
:Kickboxing
(specialty
:name "Kickboxing"
:summary
"* [Backroll Throw]
* [Dashing Punch]
* [Haymaker]
* [Hyperfist]
* [Knee Bash]
* [Slide Kick]
* [Spinning Back Fist]
PUNCH:
Feint(1)
Hook(1)
Double Hit Punch(1)
Heart Punch(4)
Lunge Punch(2)
Fist Sweep(2)
Dashing Punch(5)
Turn Punch(5)
Rekka Ken(5)
Spinning Back Fist(1)
Spinning Knuckle(3)
KICK:
Double Dread Kick(3)
Back Roundhouse(1)
Ax Kick(3)
Reverse Frontal Kick(1)
Flying Knee Thrust(1)
Stepping Front Kick(3)
Slide Kick(2)
Double Hit Kick(1)
Wounded Knee(2)
BLOCK:
Deflecting Punch(1)
GRAB:
Knee Basher(2)
Back Roll Throw(1)
Brain Cracker(1)
---- Savate ----
PUNCH:
Spinning Back Fist(1)
Palm Heel Punch(1)
Ear Pop(2)
Spinning Knuckle(3)
KICK:
Ax Kick(2)
Double Hit Kick(1)
Flash Kick(4)
Double Dread Kick(3)
Foot Sweep(1)
Spinning Foot Sweep(1)
Lightning Leg(5)
Slide Kick(2)
Stepping Front Kick(4)
Flying Knee Thrust(1)
Double Hit Knee(1)
BLOCK:
GRAB:
Knee Basher(2)
Bear Hug(1)
Neck Choke(2)"
:titles "Savate")
:Kobujutsu
(specialty
:name "Kobujutsu"
:summary
"* The martial art specializing in Okinawan weapons.
* Melee - [Bash], [Dazing Blow], [Disarm], [Fleche], [Jab], [Parry], [Riposte], [Slash], [Sweep], [Thrust]
* Melee Weapons - [Bo Staff], [Eiku], [Jo Staff], [Kama], [Nunchaku], [Sai], [Tonfa]")
:Krabi-Krabong
(specialty
:name "Krabi-Krabong")
"Kung Fu, Crane Style"
(specialty
:name "Kung Fu, Crane Style"
:summary
"* The crane was known for its grace and beauty. Known to stand on one leg for long periods of time, it is no wonder that the crane stylists had excellent balance and were known for their awesome kicking ability and long range techniques.
* Crane is very upright, attacking with carefully aimed strikes at long range and defending with redirection and retreat rather than resistance. Working from outside an opponent's effective range, Crane demands extreme technical proficiency and smooth footwork, as well as careful timing and judgment. Crane is high, circular, soft, and distant, working chiefly with progressive indirect attacks.
* Athletics - [Breakfall], [High Jump], [Jump]
* Evasion - [Avoid], [Deflect], [Evasive Roll], [Sidestep]
* Kicks - [Axe Kick], [Flying Kick], [Kick Off], [Leg Sweep], [Vault Kick]
* Strikes - [Dash Attack], [Grab Punch], [Nerve Strike], [Spinning Back Fist]")
"Kung Fu, Dragon Style"
(specialty
:name "Kung Fu, Dragon Style"
:summary
"* Shen Lung (Spiritual or Invisible Dragon): While the Dragon is not a formally taught style in Shen Lung it instead represents what emerges when a practitioner can draw freely from all five animals as the situation demands. One who can use the power of Tiger, the mechanics of Mantis, the speed of Snake, the movements of Crane, and the cunning of Monkey.
* As the dragon floats through the sky he twists and coils, flipping his tail as he turns. The dragon stylist uses turns and circular motions to throw and strike his opponents.
* 'Ride the wind', a phrase which means follow rather than lead. Provide no opening without first letting your opponent open. Unlike Crane, which also relies heavily upon evasion as a tactic, the Dragon evades primarily by rotation of upper or lower torso with little or no stance movements, while the Crane stylist hops frequently to reposition the entire body. Both styles employ pinpoint strikes to vulnerable meridian targets, but dragon also heavily uses tiger-like punches and clawing techniques, snake-like stance shifts, and leopard-like hit and run strikes to weaken a physically superior adversary. Dragon kung fu also regularly employs low sweeping techniques
* Kicks - [Dragon Tail], [Flying Kick]
* Strikes - [Dragon Fist], [Nerve Strike]")
"Kung Fu, Leopard Style"
(specialty
:name "Kung Fu, Leopard Style"
:summary
"* The leopard was known for its tremendous speed and cunningness. Unlike the tiger that doesn't mind frontal attacks, the leopard stylist prefers to attack only when the odds are in his favor. The only time he shows he is hurt is when he is not. He acts like he is running away in order to come back with an attack on his own ground.
* Blocking is wasted in Leopard - the style can be summed up with 'Why block when you can hit?' It does not rely on rooted stances, and would only assume a stance while in attack in order to launch at the opponent. This hit and run technique of the leopard, something especially effective against larger opponents, is unique to the animal.
* An interesting technique of the leopard is the ability to simultaneously block and strike. The sheer speed of the leopard is a defining characteristic of the style
* Evasion - [Dodge], [Dodge Roll]
* Strikes - [Deflecting Punch], [Dash Attack]")
"Kung Fu, Mantis Style"
(specialty
:name "Kung Fu, Mantis Style"
:summary
"* Mantis operates in sequences and combinations baffling opponents with multiple simultaneous attacks and blocks, all executed at high speed. Mantis is a quick, high, linear, hard style that attacks by rapidly executed combinations.
* [Combo]
* Strikes - [Deflecting Punch], [Hyperfist], [Jab], [Knife Hand], [One Two Punch]")
"Kung Fu, Monkey Style"
(specialty
:name "Kung Fu, Monkey Style"
:summary
"* Monkey style prefers to go to the ground, integrating throws, locks, grappling and ground-fighting. Monkey is very low, both hard and soft, close-range and favors full body contact.
* Evasion - [Drunken Monkey Roll]
* Grapples - [Grab], [Joint Lock], [Hold], [Pin], [Takedown]
* Strikes - [Monkey Punch]")
"Kung Fu, Snake Style"
(specialty
:name "Kung Fu, Snake Style"
:summary
"* The snake is known for its speed once an opponent is in striking range. The snake raises its head and waits patiently until the unsuspecting opponent gets too close. The snake stylist, too, concentrates on waiting until the time is right and with his fingertips, strikes to a vital spot in a blink of an eye. Knowing how to use one's internal energy or chi is a major part of the snake system.
* Snake is a soft style using an opponent's energy against them rather than resisting it. Snakes absorb, control and redirect rather than block an attack. Snake stylists are known for circular and whip-like motions flowing around opponents, climbing over their defenses and striking repeatedly in rapid succession. Snake is high, circular, soft and extremely fast, favoring progressive direct attacks that overwhelm a defense.
* Snake style is based on whipping power which travels up the spine to the fingers. The ability to sinuously move, essentially by compressing one's stomach/abdominal muscles, is very important.
* Strikes - [Back Fist], [Knife Hand], [Nerve Strike]
* Focus Powers - [Death Touch]")
"Kung Fu, Tiger Style"
(specialty
:name "Kung Fu, Tiger Style"
:summary
"* Known for its power and strength, the tiger stylists were known for their ripping and tearing techniques. Hands held like tiger claws, these fighters would strike and claw with tremendous speed and power.
* Tiger emphasizes close-range strikes, throws, and a willingness to stay in the danger zone long enough to set up a single fight-ending blow. Tiger commits fully to every motion, and maximizes power at the expense of mobility. Tiger is low, hard-style, and works with single direct attacks.
* Strikes - [Crouching Strike], [Dash Attack], [Dragon Fist], [Elbow Strike], [Eye Rake], [Haymaker], [Strike Defense], [Sword Hand], [Tiger Claw]")
"Kung Fu, Wing Chun"
(specialty
:name "Kung Fu, Wing Chun"
:summary
"* Wing Chung, literally 'singing spring', is a Southern Chinese kung fu style and a form of
self-defense originating in Qing China, which requires quick arm movements and strong legs. Softness (via relaxation) and performance of techniques in a relaxed manner is fundamental to Wing Chun.")
"Muay Thai"
(specialty
:name "Muay Thai"
:reference
"* Apachai: The use of knees and elbows is very important in Muay Thai.
* Akisame: Which, in fact, is rather rare as most contemporary martial arts have banned the use of knees and elbows in tournament fighting.
* Kenichi: Really? How come?
* Apachai: If you use them wrong, you can kill your opponent!
* Akisame: That's right. However, in Muay Thai, they specifically focus on these moves.
* Kenichi: Yeahhh, and why is that?
* Apachai: Because if you use them right, you can kill your opponent!
- Kenichi: World's Mightiest Disciple"
:summary
"* A fast, brutal martial art from Thailand.
* The style uses close strikes with the knees, elbows, fists, and feet.
There are no grabs or throws. Fighters often jump up to add more force
to their blows. Fighters are also trained to take damage as much as
avoid it.
* Evasion - [Iron Skin]
* Grapples - [Knee Bash]
* Kicks - [Axe Kick], [Double Kick], [Foot Stomp], [Kick Defense],
[Knee Drop], [Knee Strike], [Leg Sweep], [Lightning Leg],
[Reverse Front Kick], [Roundhouse Kick]
* Strikes - [Dash Attack], [Dragon Punch], [Elbow Drop], [Elbow Strike],
[Feint], [One Two Punch], [Ram], [Spinning Back Fist], [Strike Defense],
[Sword Hand], [Uppercut]"
:titles "Thai Kickboxing")
:Ninjutsu
(specialty
:name "Ninjutsu"
:summary
"* Ninjutsu is the art of the Japanese Ninja. Ninjutsu saw greatest use from 1200-1600 AD when warlords employed ninja clans to spy on and assassinate their enemies.
* The primary weapons of the ninja are the ninja-to sword and shuriken throwing stars. They were also adept in many types of concealed weapons. They are also known for unusual gadgets to assist them in climbing, crossing water, picking locks, etc. They are assassins, so they are not interested in honorable combat and will use traps or poison instead of combat if possible.
* Kunoichi - Female ninja operated as infiltrators, spies and assassins. They spent time in enemy houses, reported secrets and undermined rival houses by any means necessary. Kunoichi could use their gender to their advantage because women were underestimated as warriors. This made it easier for them to get closer to their targets by posing as maids, geisha, servants and priestesses. In some cases, they were taken on as concubines and mistresses, giving them unparalleled access to all their marks.
* Athletics - [Backflip], [Breakfall], [Jump], [Wall Spring]
* Evasion - [Deflect], [Disarm], [Dirty Fighting], [Disengate], [Distraction], [Dive for Cover], [Dodge], [Dodge Roll], [Weapon Block]
* Grapples - [Air Throw], [Backroll Throw], [Choke Hold], [Grapple Defense], [Groundfighting], [Joint Lock], [Suplex], [Takedown], [Tackle]
* Kicks - [Backflip Kick], [Handstand Kick], [Leg Sweep], [Roundhouse Kick], [Slide Kick]
* Strikes - [Ear Pop], [Grab Punch], [Nerve Strike], [Phoenix Strike]
* Melee - [Dazing Blow], [Jab], [Parry], [Riposte], [Slash], [Thrust]"
:titles "Shinobi, Kunoichi")
:Pakua
(specialty
:name "Pakua"
:summary
"* A Chinese 'internal' fighting style derived from I Ching, the Book of
Changes which states that the universe is in a state of constant change.
Therefore, in Pakua, any change, the placement of the foot, the turning
of a hand is important. Pakua is highly circular and emphasizes
footwork and constant motion. Pakua masters are said to use palm
strikes instead of fist strikes to better control the energy they
release.
* Evasion - [Deflect], [Sidestep], [Weapon Block]
* Grapples - [Grapple Defense], [Joint Lock]
* Kicks - [Kick Defense], [Leg Sweep]
* Strikes - [Grab Punch], [Palm Strike], [Strike Defense]
* Focus Powers - [Zen No Mind]"
:titles "Eight Diagrams")
:Pentjak-Silat
(specialty
:name "Pentjak-Silat"
:summary
"* A broad set of Indonsian fighting styles. Fighters are trained to
keep their footing on unstable ground because the condition is so common
in Indonesia. Silat teaches many weapons especially the kris, a wavy
bladed dagger. The mysticism and legends surrounding this weapon
equal or exceed the katana.
* Athletics - [Breakfall], [Disarm], [Disengage], [Dodge Roll], [Jump],
[Kippup]
* Evasion - [Deflect], [Hip Throw], [Iron Horse], [Iron Skin]
* Grapples - [Choke Hold], [Grab Punch], [Grapple Defense], [Joint Lock],
[Pin], [Takedown]
* Kicks - [Double Kick], [Dragon Kick], [Flying Kick], [Leg Sweep],
[Lightning Leg], [Roundhouse Kick]
* Strikes - [Deflecting Punch], [Hyperfist], [Jab], [Nerve Strike],
[Phoenix Strike], [Sword Hand]
* Melee - [Fleche], [Parry], [Riposte], [Slash], [Thrust]"
:titles "Guru, Pandekar, Silat")
:Savate
(specialty
:name "Savate"
:summary
"* French Kickboxing developed in Marseilles in the 1600s from kick brawling French sailors. The style is characterized by a bouncing gait and a unique kick style. When delivering kicks, the fighter leans away from the direction of the kick and stretches one arm back like a fencer to maintain balance. This allows the torso to pivot away from any counterattack. Kicks are landed with the toes or shins instead of the ball or heel and are designed to quickly slip by blocking arms.
* Evasion - [Disarm]
* Grapples - [Back Roll Throw], [Bear Hug], [Choke Hold], [Knee Bash]
* Kicks - [Axe Kick], [Double Kick], [Kick Defense], [Kick Off], [Knee Strike], [Leg Sweep], [Lightning Leg], [Roundhouse Kick], [Slide Kick], [Spinning Thrust Kick]
* Strikes - [Dash Punch], [Deflecting Punch], [Ear Pop], [Feint], [Hook], [One Two Punch], [Palm Strike], [Spinning Back Fist], [Strike Defense]"
:titles "Savateur, Savateuse")
:Sumo
(specialty
:name "Sumo"
:summary
"* Evasion - [Iron Horse], [Iron Skin]
* Grapples - [Air Throw], [Bear Hug], [Grapple Defense], [Knee Bash], [Hip Throw], [Shoulder Throw]
* Kicks - [Double Kick], [Dragon Tail], [Leg Sweep]
* Strikes - [Ear Pop], [Head Butt], [Hyperfist], [One Two Punch], [Palm Strike], [Sword Hand]"
:titles "Cireum")
"Tae Kwon Do"
(specialty
:name "Tae Kwon Do"
:summary
"* A Korean martial art developed in the 1600s AD. It emphasizes kicks
over punches.
* Athletics - [Breakfall], [Jump], [Wall Spring]
* Evasion - [Deflect], [Iron Horse]
* Kicks - [Axe Kick], [Double Kick], [Flying Kick], [Hurricane Kick],
[Kick Off], [Knee Strike], [Lightning Leg], [Reverse Front Kick],
[Roundhouse Kick], [Scissor Kick]
* Strikes - [Deflecting Punch], [Haymaker], [Hyperfist],
[Spinning Back Fist], [Sword Hand]"
:titles "The Way of Kicking and Punching")
"Tai Ch'i Ch'uan"
(specialty
:name "Tai Ch'i Ch'uan"
:summary
"* The ultimate internal Chinese martial art. The style is based on the
Thirteen Postures (8 actions, 5 directions). It emphasizes blocking
a strike and grabbing or striking back.
* Athletics - [Balance], [Breakfall]
* Evasion - [Deflect], [Disarm], [Disengage], [Iron Horse], [Iron Skin]
* Grapples - [Air Throw], [Back Roll Throw], [Grab Punch],
[Grappling Defense], [Hip Throw], [Joint Lock], [Pin], [Shoulder Throw]
* Kicks - [Dragon Tail], [Kick Defense], [Leg Sweep], [Slide Kick]
* Strikes - [Deflecting Punch], [Grab Punch], [Nerve Strike],
[Palm Strike], [Phoenix Strike], [Strike Defense]
* Focus - [Empty Force], [Spirit Healing], [Zen No Mind]"
:titles "Supreme Ultimate Fist, Yin-Yang Boxing")
:Wrestling
(specialty
:name "Wrestling"
:summary
"* Wrestling is one of the earliest martial arts. Virtually every ancient
society had some form of wrestling and many have survived largely
unchanged.
* Atheltics - [Breakfall], [Jump]
* Evasion - [Disengage]
* Grapples - [Air Throw], [Backbreaker], [Bear Hug], [Choke Hold],
[Grapple Defense], [Hip Throw], [Iron Claw], [Joint Lock], [Knee Bash],
[Nelson], [Piledriver], [Pin], [Reversal], [Sleeper Hold]
[Shoulder Throw], [Suplex], [Tackle], [Take Down], [Thigh Press]
* Kicks - [Knee Strike]
* Strikes - [Ear Pop], [Haymaker], [Ram]"
:titles "Dumog/Greco Roman/Koshti/Naban/Sanbo/Yaghliguresh")
"Wu Shu"
(specialty
:name "Wu Shu"
:summary
"* [Axe Kick]
* [Backflip Kick]
* [Backroll Throw]
* [Drunken Monkey Roll]
* [Flying Kick]
* [Handstand Kick]
* [Hurricane Kick]
* [Kick Off]
* [Kippup]
* [Leg Sweep]
* [Lightning Leg]
* [Reverse Front Kick]
* [Rolling Attack]
* [Scissor Kick]
* [Slide Kick]
* [Spinning Back Fist]
* [Spinning Thrust Kick]
* [Wall Spring]
PUNCH:
Rekka Ken(5)
Spinning Knuckle(3)
KICK:
Back Flip Kick(2)
Forward Back Flip Kick(1)
Ax Kick(4)
Cartwheel Kick(2)
Reverse Frontal Kick(2)
Scissor Kick(4)
Flying Thrust Kick(4)
Forward Flip Knee(2)
Handstand Kick(1)
Hurricane Kick(1)
Air Hurricane Kick(1)
Lightning Leg(3)
Stepping Front Kick(4)
Whirlwind Kick(4)
Double Hit Kick(1)
Great Wall Of China(5)
Descending Wheel Kick(4)
BLOCK:
Maka Wara(4)
San He(3)
GRAB:
Air Throw(2)
Back Roll Throw(1)
ATHLETICS:
Cannon Drill(5)
Displacement(4)
Backflip(2)
Flying Heel Stomp(3)
Rolling Attack(3)
Vertical Rolling Attack(3)
Wall Spring(1)
Evasive Tumble(2)
FOCUS:
Balance(4)
Chi Kung Healing(4)
Fireball(4)
Improved Fireball(5)
Flying Fireball(3)")
:Binding
(specialty
:name "Binding"
:summary "* Includes Garotte, Pianowire, Monofilament, Pillowcase, Towel, Rolled up Shirt, etc."
:titles "Strangler")
:Knives
(specialty
:name "Knives"
:reference "* Do you want to know why I use a knife? Guns are too quick. You can't savor all the little...emotions. You see, in their last moments, people show you who they really are. So, in a way I know your friends better than you ever did. Would you like to know which of them were cowards? - Joker, The Dark Knight"
:summary "* Includes Pocket Knives, Switchblades, Straight Razors, Small Kitchen Knives, etc."
:titles "Butcher, Knife Fighter, Murderer")))
"Combat Focus"
(skill
:name "Combat Focus"
:titles "Chi Powers"
:stat "Spirit"
:abilitymap
(abilitymap
"Blind Fighting"
(ability
:name "Blind Fighting")
:Combo
(ability
:name "Combo"
:summary "* Any combat abilities may be strung together as a Combo. Every ability after the first gets +1 to initiative. If any ability misses or fails, then the combo ends and the next ability is at -1 initiative. Each combo must be chosen when this ability is gained and must be taken again for each separate combo.")
"Death Touch"
(ability
:name "Death Touch"
:reference "Five Point Palm Exploding Heart Technique - Kill Bill"
:summary
"* The fighter strikes vulnerable pressure points, disrupting the opponent's chi flow causing intense pain or death. The effect has no outward effect, but the victim will know something is wrong. Eventually, the victim recovers or dies suddenly from the stress.
-1 Action
-2 Initiative
-2 Accuracy
+0 Damage - [Stun] only
+3 Criticals - [Poison]
0 Move
-1 Defense"
:titles "Dim Mak")
"Empty Force"
(ability
:name "Empty Force"
:summary
"* The fighter projects a strike across empty space. The fighter
may strike at any range, but if he does not score at least 1
Criticals for each space of Range, the ability fails.
-2 Initiative
-2 Move
-1 Damage
Critical - [Range]"
:titles "Distant Death, Kongjin")
"Feather Walk"
(ability
:name "Feather Walk"
:summary
"* Reduces body weight while active. This increases the effects of [Retreat] and leaping while decreasing falling
speed and damage.
* If [Skill] greater than or equal to [Body], then unit may walk on any substance that would suspend a feather."
:titles "Feather Fall, Walk on Water")
"Feign Death"
(ability
:name "Feign Death")
"Hold Breath"
(ability
:name "Hold Breath")
"Spirit Healing"
(ability
:name "Spirit Healing"
:titles "Chi Kung Healing")
"Team Combo"
(ability
:name "Team Combo"
:reference "Fastball Special - Colossus and Wolverine, X-men"
:summary
"* Like a [Combo], the Team Combo chains attacks together. The Team Combo
however is performed by different members of a team with the identical
Team Combo. Any team member may perform each step of the combo with each
subsequent attack allowed to reroll 1 die. The combo ends if any attack
misses, any member attacks twice in a row, or if a turn passes with no
attack attempt. Any combat abilities may be strung together as a Team
Combo (even abilities that only others in the team possess). Each combo
must be chosen when this ability is gained and must be taken again for
each separate combo.")
"Walk on Fire"
(ability
:name "Walk on Fire")
"Zen No Mind"
(ability
:name "Zen No Mind"
:reference "The mind must always be in the state of 'flowing,' for when it stops anywhere that means the flow is interrupted...In the case of the swordsman, it means death. When the swordsman stands against his opponent, he is not to think of the opponent, nor of himself, nor of his enemy's sword movements. ... When he strikes, it is not the man but the sword in the hand of the man's subconscious that strikes. - Zen Master Takuan Soho"
:summary
"* A mind not fixed or occupied by thought or emotion and thus open to everything.
* Mushin is achieved when a fighter feels no anger, fear or ego during combat, so the fighter is totally free to act and react towards an opponent without hesitation. At this point, a person relies not on what they think should be the next move, but what is felt intuitively.
* A martial artist would likely have to train for many years to be capable of mushin. This allows time for combinations of movements and exchanges of techniques to be practiced repetitively many thousands of times, until they can be performed spontaneously, without conscious thought."
:titles "Mushin")))
:Evasion
(skill
:name "Evasion"
:summary "* Evasion is a special defense typically used by those that choose to wear light or no Armor."
:stat "Defense"
:abilitymap
(abilitymap
"Blade Locking"
(ability
:name "Blade Locking"
:summary
"* [Requires]: [Parry], May only be used against swords, knives or polearms.
* [Reaction]: -2
* [Success]: Opponent gains a [Broken Defense Token] for each [Hit]")
:Block
(ability
:name "Block"
:summary
"* [Requires]: Can only be used vs Melee or Close Combat toward the left front or right front. May be used with or without a weapon.
* [Reaction]: +1 Defense.")
:Deflect
(ability
:name "Deflect"
:summary
"* Deflect, catch, or even return projectiles hurled at the fighter.
* This ability provides a second Defense roll against a projectile attack before the regular Defense roll.
* [Reaction]
+2 Initiative
+1 Accuracy
0 Damage - Any successes become -Damage to the projectile. If the projectile has 0 Damage remaining, it is caught.
Criticals - Any Criticals become -2 Damage to the proejctile. If the projectile has 0 Damage remaining and there are still Criticals, the projectile may be immediately thrown at +[Criticals] Accuracy.")
"Dirty Fighting"
(ability
:name "Dirty Fighting"
:titles "Bite, Eye Gouge, Ear Pop, Hair Pulling, Low Blow")
:Disarm
(ability
:name "Disarm"
:reference "The Red Leaves Cut means knocking down the enemy's long sword. The spirit should be getting control of his sword. When the enemy is in a long sword attitude in front of you and intent on cutting, hitting and parrying, you strongly hit the enemy's sword with the Fire and Stones Cut... If you then beat down the point of his sword with a sticky feeling, he will necessarily drop the sword. If you practise this cut it becomes easy to make the enemy drop his sword. - Miyamoto Mushashi, The Book of Five Rings"
:summary
"* Strike to knock a weapon or item from opponent's grasp.
* This special ability does no damage but allows the user to force a target to drop an item (usually a weapon).
-1 Initiative
-1 Accuracy
0 Damage. Opponent drops the chosen item. Each critical moves the item 1 space away (your choice)."
:titles "Red Leaves Cut")
:Disengage
(ability
:name "Disengage"
:summary
"* The fighter removes a [Hold] token.
* [Reaction]
+1 Initiative
0 Damage
-1 Move")
"Dive for Cover"
(ability
:name "Dive for Cover")
:Dodge
(ability
:name "Dodge"
:summary
"+1 Initiative
-1 Action
+1 Defense")
"Dodge Roll"
(ability
:name "Dodge Roll")
"Drunken Monkey Roll"
(ability
:name "Drunken Monkey Roll"
:summary
"* [Crouching]
-1 Action
+2 Initiative
+2 Move
+1 Defense")
"Iron Horse"
(ability
:name "Iron Horse"
:reference "The Blob, X-men"
:summary
"* The ability to prevent being moved.
* [Passive]
+1 Initiative
Defense - When rolling Defense, [Hits] or [Criticals] can be exchanged for [Knockback] or [Knockdown] resistance.
0 Move"
:titles "San He")
"Iron Skin"
(ability
:name "Iron Skin"
:summary "* Hardening of the skin to prevent cuts and punctures."
:titles "Maka Wara, Stone Skin")
:Sidestep
(ability
:name "Sidestep"))
:specialtymap
(specialtymap
"Light Armor"
(specialty
:name "Light Armor")
:Bucklers
(specialty
:name "Bucklers")))
:Melee
(skill
:name "Melee"
:reference "* Mizu: I must become the greatest swordsman alive. Swordfather: Is that all? - Mizu and Swordfather, Blue Eye Samurai"
:summary
"* [Targetting]: Melee combat may only be used to attack the 3 space directly ahead of you or the space you are on.
* See Arms and Armor for weapons"
:titles "Battlemaster, Champion, Congueror, Fencer, Fighter, Master of Arms, Warrior"
:stat "Body"
:abilitymap
(abilitymap
"Abdomen Timing of Two"
(ability
:name "Abdomen Timing of Two"
:reference "Abdomen Timing of Two refers to feinting an attack, then striking an enemy as they are retracting from an attack, hitting them in the abdomen with the correct timing of either two moves or two seconds. Although the technique seems relatively simple, Musashi lists this as one of the hardest techniques to time correctly.")
"Anvil Strike"
(ability
:name "Anvil Strike"
:summary "* [+1 Damage] when target is adjacent to solid terrain.")
:Backlash
(ability
:name "Backlash")
:Bash
(ability
:name "Bash"
:summary
"* A quick. powerful smashing maneuver usually performed 'sidearm' with an ax, club, or staff.
* Requires: [Blunt Weapon]
+1 Initiative
+1 Damage
Criticals - [Knockback]")
"Blade Barrier"
(ability
:name "Blade Barrier"
:summary "* Creates a 3 space wide [Wall] directly in front of the unit by rapidly swinging the blade in a flashy display. Anything crossing this wall is subject to an [Opportunity Attack]."
:titles "Wall of Swords")
"Blind Fighting"
(ability
:name "Blind Fighting")
"Combat Sense"
(ability
:name "Combat Sense")
"Continuous Cut"
(ability
:name "Continuous Cut"
:reference "The Flowing Water Cut is used when you are struggling blade to blade with the enemy. When he breaks and quickly withdraws trying to spring with his sword, expand your body and spirit and cut him as slowly as possible with your long sword, following your body like stagnant water. - Miyamoto Mushashi, The Book of Five Rings"
:summary "* [Reaction]: [+1 Defense]. If you are not hit, you may immediately attack as a free action at [-1 Attack]."
:titles "Flowing Water Cut")
"Dash Attack"
(ability
:name "Dash Attack"
:summary
"* [Requires]: May only move in a straight line this turn.
* [Action]: [-1 Attack], May attack any number of adjacent opponents along path each at a cumulative -1.")
"Dazing Blow"
(ability
:name "Dazing Blow"
:summary
"-2 Damage
Damage - [Stun]
Criticals - [Stun]"
:titles "Pommel Strike")
"Dual Wield"
(ability
:name "Dual Wield"
:reference
"* Not used on the battlefield where a shield would be more practical.
* Used primarily for parrying during one on one duels.
* Two longsword duelling was done by very skilled fighters in Italian duelling.
* Dual katana Japanese styles also exist."
:summary "* Using a Dagger, Hand Axe or Hammer in the off hand.")
:Feint
(ability
:name "Feint"
:summary "* Feints are maneuvers designed to distract or mislead, done by giving the impression that a certain maneuver will take place, while in fact another, or even none, will."
:titles "Kizeme")
"Fend Off"
(ability
:name "Fend Off"
:summary
"* [Requires]: Weapon with [Reach]
* [Reaction]: If you hit with [Fend Off], the opponent may not move any closer to you this turn.")
"Fire and Stones Cut"
(ability
:name "Fire and Stones Cut"
:reference "The Fires and Stones Cut means that when the enemy's sword and your sword clash together you cut as strongly as possible without raising the sword even a little. This means cutting quickly with the hands, body and legs - all three cutting strongly. If you train well enough you will be able to strike strongly. - Miyamoto Mushashi, The Book of Five Rings"
:summary
"* [Reaction]: [+1 Defense]
* [Action]: [+1 Attack], if you used this ability to [React] last turn.")
:Fleche
(ability
:name "Fleche"
:summary
"* A [Lunge] forward where the attacker continues to move forward past the defender to avoid a [Riposte] or Counter Attack.
-1 Initiative
+1 Move - May only move straight forward.
+1 Damage")
"Follow Through"
(ability
:name "Follow Through"
:summary "* [Action]: If you hit with this ability, you may immediately turn to the left or right and attack a target in the next adjacent space. This may be repeated any number of times at [-1 Attack] per target after the first though each additional target must be in the same direction.")
:Hamstring
(ability
:name "Hamstring"
:summary
"* Attack the legs to slow the opponent.
* [Action]
-1 Accuracy
Criticals - [Cripple]")
:Impale
(ability
:name "Impale"
:summary
"* [Requires]: Spear
* [Action]
-1 Accuracy
Criticals - [Piercing]")
:Lunge
(ability
:name "Lunge")
"Offhanded Fighting"
(ability
:name "Offhanded Fighting"
:summary "* [Action]: Normal Attack take a -2 penalty if performed with the non primary hand. This ability negates that penalty when using this skill in the off hand.")
:Parry
(ability
:name "Parry"
:summary
"* The fighter uses his weapon to block an opponent's attack.
* [Reaction]
+1 Initiative
+2 Defense")
"Piercing Strike"
(ability
:name "Piercing Strike"
:summary "* [Action]: Trades damage to increase armor penetration.")
"Rapid Strike"
(ability
:name "Rapid Strike"
:reference "In One Timing means, when you have closed with the enemy, to hit him as quickly and directly as possible, without moving your body or settling your spirit, while you see that he is still undecided. The timing of hitting before the enemy decides to withdraw, break or hit, to be able to hit in the timing of an instant. - Miyamoto Mushashi, The Book of Five Rings"
:summary
"* [Requires]: Wear loose clothing or less. (Armor Penalty = 0).
* [Action]: Speed +1, Attack -1"
:titles "In One Timing, Lightning Blow")
:Riposte
(ability
:name "Riposte"
:reference "When your swords clash together, in one motion when your sword springs away from theirs, use a continuous motion to slash their head, body and legs."
:summary
"* Speedy attack that can only be performed after a [Parry] or a [Block].
* [Requires]: Previous Action was [Parry] or [Block]
+2 Initiative
+2 Attack"
:titles "Counter Strike")
"Set Against Charge"
(ability
:name "Set Against Charge")
:Slash
(ability
:name "Slash"
:summary
"* A powerful blow with a cutting weapon.
+1 Initative
-1 Move
+1 Accuracy
Criticals - [Bleed]")
"Stunning Blow"
(ability
:name "Stunning Blow"
:summary "* [Attack]: Trades lethal damage for stunning damage.")
:Sweep
(ability
:name "Sweep"
:summary
"* Attack the legs to trip the opponent.
+1 Initative
-1 Move
-1 Damage
Criticals - [Knockdown]"
:titles "Trip")
"There are Many Enemies"
(ability
:name "There are Many Enemies"
:reference "When you are fighting one against many, draw both sword and companion sword and assume a wide-stretched left and right attitude. The spirit is to chase the enemies around from side to side, even though they come from all four directions. Observe their attacking order, and go to meet first those who attack first. Sweep your eyes around broadly, carefully examining the attacking order, and cut left and right alternately with your swords. Waiting is bad. Always quickly re-assume your attitudes to both sides, cut the enemies down as they advance, crushing them in the direction from which they attack. Whatever you do, you must drive the enemy together, as if tying a line of fishes, and when they are seen to be piled up, cut them down strongly without giving them room to move. - Miyamoto Mushashi, The Book of Five Rings"
:summary
"* [Requires]: [Duel Wield]
* [Defense]: If [Surrounded], ignore opponents in front arc when determining [Surrounded] defense penalty.")
:Thrust
(ability
:name "Thrust"
:summary
"+1 Initiative
+1 Move
Critcals - [Piercing]")
"To Apply Stickiness"
(ability
:name "To Apply Stickiness"
:reference "When the enemy attacks and you also attack with the long sword, you should go in with a sticky feeling and fix your long sword against the enemy's as you receive his cut. The spirit of stickiness is not hitting very strongly, but hitting so that the long swords do not separate easily. It is best to approach as calmly as possible when hitting the enemy's long sword with stickiness. The difference between 'Stickiness' and 'Entanglement' is that stickiness is firm and entanglement is weak. - Miyamoto Mushashi, The Book of Five Rings")
"Weapon Block"
(ability
:name "Weapon Block"
:summary
"* Deflect, catch, or even turn strike back with a weapon used against the fighter.
* This ability provides a second Defense roll against a weapon attack before the regular Defense roll.
* [Reaction]
+2 Initiative
+1 Accuracy
0 Damage - Any successes become -Damage to the weapon. If the weapon has 0 Damage remaining, it is caught.
Criticals - Any Criticals become -2 Damage to the weapon. If the weapon has 0 Damage remaining and there are still Criticals, the weapon may be immediately used at +[Criticals] Accuracy. Note: The weapon remains in the hands of the attacker.")
"Whirlwind Attack"
(ability
:name "Whirlwind Attack"
:summary "* Allows multiple attacks to different targets by trading accuracy for extra attacks."))
:specialtymap
(specialtymap
:Bladedancer
(specialty
:name "Bladedancer"
:summary "* A combat technique focusing on elegant moves that efficiently combine attack and defense. Heavy armor may not be used with this technique.")
:Fensing
(specialty
:name "Fensing"
:summary "* A combat technique focusing on long quick blades like rapiers and epees."
:titles "Fenser")
"Sword Saint"
(specialty
:name "Sword Saint"
:summary "* A combat technique focusing almost exclusively on mastery of the sword."
:titles "Kensai, Kensei")
:Axes
(specialty
:name "Axes"
:reference
"* Run to the bedroom,
In the suitcase on the left
You'll find my favorite axe.
Don't look so frightened
This is just a passing phase,
One of my bad days. - Pink Floyd, One of My Turns"
:titles "Axeman")
"Flexible Weaponry"
(specialty
:name "Flexible Weaponry"
:summary "* Backlash, Disarm, Trip"
:titles "Hangman, Strangler")
:Hammers
(specialty
:name "Hammers"
:summary
"* War hammers were developed as a consequence of the ever more prevalent metal armors of the medieval battlefields during the 14th and 15th centuries. Swords were of little use against these armors. The war hammer could deal blows of tremendous force to the target, especially when mounted on a pole, and by impact alone do damage without penetrating the armor. The spike end could be used for grappling the target's armour, reins, or shield, or could be turned in the direction of the blow to pierce even heavy armor. Against mounted opponents, the weapon could also be directed at the legs of the horse, toppling the armored foe to the ground where he could be more easily attacked.
* See Arms and Armor for weapons")
"Short Blades"
(specialty
:name "Short Blades"
:summary "* Includes Short Swords, Daggers, Stilettos, Machetes, Large Kitchen Knives, etc.")
:Polearms
(specialty
:name "Polearms"
:summary "Fend Off"
:titles "Glaivemaster, Halberdier, Poleman")
:Spears
(specialty
:name "Spears"
:summary "Fend Off, Impale, Set Against Charge, Shield Snare"
:titles "Lancer, Javelineer, Myrmidon, Peltast, Pikeman, Spartan, Spearman, Velite")
:Staves
(specialty
:name "Staves"
:summary
"* This specialty includes long staves and short sticks. Staves have longer reach than most weapons while fighting sticks attack with great speed.
* [Bash], [Dazing Blow], [Disarm], [Fend Off], [Fleche], [Parry], [Riposte], [Sweep]"
:titles "Arnis, Bojutus, Escrima, Kali, Stick Fighting")
:Swords
(specialty
:name "Swords"
:reference
"The Book of Five Rings - Miyamoto Mushashi
The Gaze
* The gaze should be large and broad. This is the twofold gaze 'Perception and Sight'. Perception is strong and sight weak.
* In strategy it is important to see distant things as if they were close and to take a distanced view of close things. It is important in strategy to know the enemy's sword and not to be distracted by insignificant movements of his sword. The gaze is the same for single combat and for large-scale combat.
* It is necessary in strategy to be able to look to both sides without moving the eyeballs. You cannot master this ability quickly. Learn what is written here: use this gaze in everyday life and do not vary it whatever happens.
The Five Attitudes
* The five attitudes are: Upper, Middle, Lower, Right Side, and Left Side. These are the five.
* Although attitude has these five dimensions, the one purpose of all of them is to cut the enemy.
* There are none but these five attitudes.
* Whatever attitude you are in, do not be conscious of making the attitude; think only of cutting.
* Middle Attitude - Confront the enemy with the point of your sword against his face. When he attacks, dash his sword to the right and 'ride' it. Or, when the enemy attacks, deflect the point of his sword by hitting downwards, keep your long sword where it is, and as the enemy renews the attack cut his arms from below.
* When you master my Way of the long sword, you will be able to control any attack the enemy makes. I assure you, there are no attitudes other than the five attitudes of the long sword of NiTo.
* Upper Attitude - From the Upper attitude cut the enemy just as he attacks. If the enemy evades the cut, keep your sword where it is and, scooping from below, cut him as he renews the attack.
* You will always win with the five long sword methods. You must train repeatedly.
* Lower Attitude - Adopt the Lower attitude, anticipating scooping up. When the enemy attackes, hit his hands from below. As you do so, he may try to hit your sword down. If this is the case, cut his upper arm(s) horizontally with a feeling of 'crossing'. This means that from the Lower attitudes you hit the enemy at the instant that he attacks. You will encounter this method often, both as a beginner and in later strategy.
* Left Side Attitude - Adopt the Left Side attitude. As the enemy attacks, hit his hands from below. If as you hit his hands he attempts to dash down your sword, with the feeling of hitting his hands, parry the path of his long sword and cut across from above your shoulder. Through this method you win by parrying the line of the enemy's attack.
* Right Side Attitude - In the fifth approach, the sword is in the Right Side attitude. In accordance with the enemy's attack, cross your sword from below at the side to the Upper attitude. Then cut straight from above.
* Cut and Slash - To cut and slash are two different things. Cutting, whatever form of cutting it is, is decisive, with a resolute spirit. Slashing is nothing more than touching the enemy. Even if you slash strongly, and even if the enemy dies instantly, it is slashing. When you cut, your spirit is resolved. You must appreciate this. If you first slash the enemy's hands or legs, you must then cut strongly. Slashing is in spirit the same as touching. When you realise this, they become indistinguishable. Learn this well."
:summary "* Melee - [Abdomen Timing of Two], [Continuous Cut], [Dash Attack], [Dazing Blow], [Fleche], [Fire and Stones Cut], [Parry], [Riposte], [Slash], [There Are Many Enemies], [Thrust], [To Apply Stickiness]"
:titles "Bushi, Fencer, Fencing, Kendo, Kenjutsu, Kensei, Ronin, Sword Saint, Samurai, Swordsman")))
:Ranged
(skill
:name "Ranged"
:reference "* Good. Bad. I'm the guy with the gun. - Ash, Army of Darkness"
:titles "Archer, Javelineer, Slinger"
:abilitymap
(abilitymap
"Arcing Fire"
(ability
:name "Arcing Fire"
:summary
"* [Requires]: Bow or Javelin
* May fire over other units that block Line of Sight.")
"Barbed Javelin"
(ability
:name "Barbed Javelin"
:summary
"* [Requires]: Javelin
* Criticals vs Large units are [Rage] Tokens.")
"Bowel Raker"
(ability
:name "Bowel Raker"
:summary
"* +1 [Bleeding]
* -1 [Piercing]"
:titles "Serrated Arrow")
"Deadly Arrow"
(ability
:name "Deadly Arrow"
:summary
"* [Requires]: Bow or Crossbow
* Increase weapon range by 50% and choose [Hit Location]")
"Double Shot"
(ability
:name "Double Shot"
:summary
"* -2 [Attack]
* -1 [Piercing]
* May attack two targets in same [Arc]."
:titles "Double Throw")
"Explosive Shot"
(ability
:name "Explosive Shot"
:summary "* [Requires]: Bow or Crossbow")
"Flaming Arrow"
(ability
:name "Flaming Arrow"
:summary "* [Requires]: Bow or Crossbow")
:Fletching
(ability
:name "Fletching"
:summary "* The art of making arrows. High quality or specialized arrows are quickly used up and often impractical to buy. Creating your own is often a very practical solution."
:titles "Bowyer")
"Knife Throwing"
(ability
:name "Knife Throwing")
"Piercing Shot"
(ability
:name "Piercing Shot"
:summary
"* [Requires]: Bow or Crossbow
* [Attack]: [+1 Armor Piercing]")
:Richochet
(ability
:name "Richochet"
:summary "* [Requires]: Thrown Object")
"Shield Snare"
(ability
:name "Shield Snare"
:summary
"* [Requires]: Javelin, Target with shield
* [Attack]: Criticals are [Encumberance] Tokens.")
"Signal Shot"
(ability
:name "Signal Shot"
:summary
"* Alert allied units by sending a prearranged signal. This can be flaming arrow at night, smoking arrow, singing arrow, etc.
* [Requires]: Bow or Crossbow
* [Action]: For the rest of the turn, other units adjacent to this unit may be treated as if under the [Sphere of Command] of any allied Commander.")
"Stunning Throw"
(ability
:name "Stunning Throw"
:summary
"* [Requires]: Thrown Object
* Trades lethal damage for stunning damage."))
:specialtymap
(specialtymap
:Archery
(specialty
:name "Archery"
:summary "* Bowel Raker, Double Shot, Flaming Arrow"
:titles "Archer, Archer Elite, Bowman, Crossbowman, Longbowman")
"Thrown Weapons"
(specialty
:name "Thrown Weapons"
:reference "You? You're very good. But me? I'm magic. - Bullseye, Daredevil Comics"
:summary "* Barbed Javelin, Double Shot, Knife Throwing, Precision Throw, Shield Snare"
:titles "Knife Thrower, Javelineer, Slinger")))
:Firearms
(skill
:name "Firearms"
:titles "Crackshot, Marksman, Rifleman, Sharpshooter, Sniper"
:abilitymap
(abilitymap
:Anti-Personnel
(ability
:name "Anti-Personnel"
:summary "* [Action]: [+1 Damage] or [-1 Damage] vs. 2 or more Armor"
:titles "Hollow Point")
"Armor Piercing"
(ability
:name "Armor Piercing"
:summary "* [Action]: Enemy at [-2 Armor]"
:titles "Depleted Uraniumn")
:Autofire
(ability
:name "Autofire"
:summary
"* [Requires]: Weapon with [Autofire]
-1 [Attack]
* [Action]: Target 2 adjacent units.")
"Chemical Rounds"
(ability
:name "Chemical Rounds"
:summary "* [Action]: [-1 Damage], [Critical Hits] are [Acid]")
"Fast Draw"
(ability
:name "Fast Draw"
:summary
"* [Requires]: Hand weapon
* Spend 1 Speed to draw a Hand weapon from holster to hip where he can [Shoot From The Hip].")
"Gyrojet Rounds"
(ability
:name "Gyrojet Rounds"
:summary "* [Action]: [+1 Damage] at Long Range, [-1 Damage] at Short Range"
:titles "Rocket Rounds")
"High Explosive Rounds"
(ability
:name "High Explosive Rounds"
:summary "* [Action]: Use [Blast] rules for targetting and damage."
:titles "Explosive Rounds")
:Hipshoot
(ability
:name "Hipshoot")
"Non-Lethal Rounds"
(ability
:name "Non-Lethal Rounds"
:summary "* [Action]: [-2 Damage] vs. 2 or more Armor. Half of all [Damage] is [Stun] instead."
:titles "Rubber Bullets")
"Paint Rounds"
(ability
:name "Paint Rounds"
:summary "* [Action]: [0 Damage], [Critical Hits] are [Stun]"
:titles "Paintball")
"Pin Down"
(ability
:name "Pin Down")
"Rapid Fire"
(ability
:name "Rapid Fire")
:Scattershot
(ability
:name "Scattershot"
:summary
"* Choose a target starting from the closest.
* If a hit is scored, roll another attack on the same target.
* If no hit scored, roll against next target.
* -1 for each Space of Range (Cone), -1 per roll (cumulative, inclusive).
* Criticals can be used for additional damage rolls (multiple Hits)
* If target was [Armor], that Armor is at +2 vs this attack"
:titles "Glaser, Shot")
:Sniper
(ability
:name "Sniper"
:reference
"* The snipe (a family of shorebirds) is difficult to catch for experienced hunters, so much so that the word 'sniper' is derived from it to refer to anyone skilled enough to shoot one.
* I aim to win and my aim... is Excellent. - Caitlyn, Runeterra"
:summary
"* [Requires]: Long Range Weapon
* Increase weapon range by 50% and choose [Hit Location]")
"Supressive Fire"
(ability
:name "Supressive Fire"
:summary
"* Firing weapons at enemy forces with the primary goal of forcing them to remain under cover.
* [Requires]: Weapon with [Autofire]
* [Action]: Target a unit that has not been activated this turn, all [Hits] and [Critical Hits] are [Stun] tokens.
+1 Attack"
:titles "Covering Fire")
"Tracer Rounds"
(ability
:name "Tracer Rounds"
:summary
"* [Requires]: [Auto], Must attack same target on subsequent round.
* [Action]: [+1 Attack], [-1 Damage].")
"Tracking Rounds"
(ability
:name "Tracking Rounds")
:Auto
(ability
:name "Auto"
:summary
"+1 Cost
* Criticals can be used for additional damage rolls (multiple hits).")
:Blast
(ability
:name "Blast")
:Bombardment
(ability
:name "Bombardment")
:Capacitors
(ability
:name "Capacitors"
:summary "* Uses capacitors that can recharge 1 shot a turn from a power source rated at the same power level as a single shot. Cannot be used with lower energy power sources.")
:Electroshock
(ability
:name "Electroshock"
:titles "Taser")
"Extra Ammo"
(ability
:name "Extra Ammo"
:summary "* 2x number of shots, each time this modifier is taken.")
"Flash Surpressor"
(ability
:name "Flash Surpressor"
:summary "* Reduces the muzzle flare of the weapon making it more difficult to visually locate the shooter.")
"Gun Mount"
(ability
:name "Gun Mount"
:titles "Bipod, Tripod")
:Overcharge
(ability
:name "Overcharge"
:summary "* [Action]: Consume 2 shots to to 1 extra damage. Then Damage is -1 until repaired.")
"Overload Weapon"
(ability
:name "Overload Weapon"
:summary "* Detonate the entire weapon magazine (and the weapon) as an explosive with force equal to the total power in the magazine.")
:Rechargable
(ability
:name "Rechargable"
:summary "* Uses batteries that can be slowly recharged from any power source.")
"Recoil Compensator"
(ability
:name "Recoil Compensator"
:summary
"* Reduces the 'kick' of the weapon and therefore reduces the penalty for
continuous fire.")
:Silencer
(ability
:name "Silencer")
"Smoke Generator"
(ability
:name "Smoke Generator")
"Targeting Laser"
(ability
:name "Targeting Laser")
"Telescopic Sight"
(ability
:name "Telescopic Sight"
:summary "Reduces penalties for Medium Range to Short Range and Long Range to Medium Range")
:Turret
(ability
:name "Turret"
:image "Tokens/Arrow.png"
:summary
"+1 Cost
* Turret mounted weapons may turn their turret toward any direction and fire from the side the turret is facing.
* Turrets are normally assumed to be facing forward. At the beginning of its [Action], a unit may change the turret facing by 1 side (Use a [Vector] Token) indicate where the Turret is pointing."))
:specialtymap
(specialtymap
"Energy Weapons"
(specialty
:name "Energy Weapons"
:reference "Whoa, whoa, whoa! Nice shootin', Tex! - Ghostbusters")
:Handguns
(specialty
:name "Handguns")
:Rifles
(specialty
:name "Rifles")
:Shotguns
(specialty
:name "Shotguns")))
:Gunnery
(skill
:name "Gunnery"
:summary
"* Gunnery skill cannot exceed level 5 - Because advanced weapons are mostly point and shoot, weapon skill has less to do with the gunner and more to do with the weapon and its control system. Further, advanced weapons technologies come in a multitude of variations with constantly changing interfaces therefore it is very difficult to dedicate oneself to a single system to become an expert.
* See Arms and Armor for weapons"
:titles "Artillerist, Bombardier, Field Ops, Gunner"
:abilitymap
(abilitymap
"Air Burst"
(ability
:name "Air Burst")
:Barrage
(ability
:name "Barrage"
:summary
"A barrage is a line or barrier of exploding shells from a large number of guns firing continuously. Its purpose is to deny or hamper enemy passage. It contrasts with a concentration, in which all the guns aim at the same small area.
The barrage was developed in World War I, with the infantry following the advancing barrage. Its employment in this way recognised the importance of artillery fire in neutralising, rather than destroying, the enemy. A creeping barrage immediately followed by an infantry assault could be far more effective than weeks of preliminary bombardment.")
"Forward Observer"
(ability
:name "Forward Observer"
:summary "* [Action]: When unit has [Line of Sight] on a opponent, any number of units with [Indirect Fire] may attack that unit even if they do not have [Line of Sight].")
"Indirect Fire"
(ability
:name "Indirect Fire"
:summary
"-2 Attack
-2 Damage
* Other units do not block [Line of Sight].
* See: [Forward Observer]
* See: [HE - High Explosives]")
"Point Defense"
(ability
:name "Point Defense")
:Salvo
(ability
:name "Salvo"
:summary
"* The simultaneous discharge of weapons, rather than scattered 'fire at will'.
* Up to 10 weapons of the same type can be in 1 Salvo.
* All targets in the space are attacked."))
:specialtymap
(specialtymap
:Cannons
(specialty
:name "Cannons")
:Flamethrowers
(specialty
:name "Flamethrowers")
:Machineguns
(specialty
:name "Machineguns")))
"Physical Power"
(skill
:name "Physical Power"
:summary
"* This skill is used when manifesting and controlling a [Power] that directly affect physical objects.
* Physical Powers must have clear range and line of sight on a target."
:stat "Body"
:abilitymap
(abilitymap
"Gunnery Power"
(ability
:name "Gunnery Power"
:summary "* Use [Gunnery] and a Gunnery item instead of [Physical Power] to manifest a [Physical] [Ability] on contact.")
"Firearm Power"
(ability
:name "Firearm Power"
:summary "* Can use [Firearms] and Firearm item instead of [Physical Power] to manifest a [Physical] [Ability] on contact.")
"Close Combat Power"
(ability
:name "Close Combat Power"
:summary "* Can use [Close Combat] instead of [Physical Power] to manifest a [Physical] [Ability] on contact.")
"Melee Power"
(ability
:name "Melee Power"
:summary "* Use [Melee] and a Melee item instead of [Physical Power] to manifest a [Physical] [Ability] on contact.")
"Ranged Power"
(ability
:name "Ranged Power"
:summary "* Can use [Ranged] and a Ranged item of [Physical Power] to manifest a [Physical] [Ability] on contact.")))
"Mental Power"
(skill
:name "Mental Power"
:summary
"* This skill is used when manifesting and controlling a [Power] that directly affect the [Mind] of targets.
* Mental Powers must have range and be able to 'see' the target."
:titles "Mental Challenge"
:stat "Mind"
:abilitymap
(abilitymap
"Mental Grip"
(ability
:name "Mental Grip")
"Mental Gymnastics"
(ability
:name "Mental Gymnastics")
"Mind Whip"
(ability
:name "Mind Whip")
"Psionic Blade"
(ability
:name "Psionic Blade")
"Psionic Knife"
(ability
:name "Psionic Knife")
"Intellect Fortress"
(ability
:name "Intellect Fortress")))
"Psychic Power"
(skill
:name "Psychic Power"
:summary
"* This skill is used when manifesting and controlling a [Power] that directly affect the [Will] of targets.
* Psychic Powers must have range and see or 'know' the target."
:titles "Psychic Combat, Psychological Warfare, Soul Combat, Spirit Combat, Test of Will"
:stat "Will"
:abilitymap
(abilitymap
"Ego Whip"
(ability
:name "Ego Whip")
"Psychic Knife"
(ability
:name "Psychic Knife")
"Tower of Iron Will"
(ability
:name "Tower of Iron Will")))
:Command
(skill
:name "Command"
:reference
"* Generals are in the business of getting people killed. Captains like to keep theirs alive. You wanna put on a parade? Go find a general. You wanna fight your way home? Talk to me. - Obregon Kaine, Negation Comic
* Well hello mister fancy pants. I got news for you pal. You ain't leading but two things right now: Jack and Shit and Jack left town. - Ash, Army of Darkness
* And when Alexander saw the breadth of his domain, he wept for there were no more worlds to conquer. - Hans Gruber, Die Hard"
:titles
"Captain, Castellan, Commander, Drillmaster, Drill Sergeant, Major, Overlord, Sergeant,
Warchief, Warlord"
:stat "Mind"
:abilitymap
(abilitymap
"Call to Arms"
(ability
:name "Call to Arms"
:reference
"Unite. Take up arms.
Stand shoulder to shoulder with your brothers and sisters.
And break free from the cold shackles of oppression.
Liberty for all is more noble than the preservation of one's soul.
Destiny and valor will meet at the end of the sword.
And the tales of heroic sacrifice will be the legend of a new age.
There will be no respite.
There will be no surrender.
Only glory and honor.
The price will be high for the greatest prize of all.
Stand and be counted among those that dared.
Those who dared to fight for their freedom. - Glass Fleet"
:summary "Gather a war party from the populace")
"Chain of Command"
(ability
:name "Chain of Command"
:summary
"* [Action]: [Activate] up to [Command] units directly or indirectly adjacent to this unit. These units (including this one) may spend [Speed] or [Actions] in any order this [Turn].
* [Interrupt]: May not be used as an Interrupt.")
:Rally
(ability
:name "Rally")))
:Military
(skill
:name "Military"
:reference
"* He can't make that kind of decision. He's just a grunt! No offense. None taken - Burke and Hicks, Aliens
* I think we'd better split up...Yeah... we can do more damage that way. - Ghostbusters
* If ten times the enemy's strength, surround them; If five times, attack them; If double, divide them; If equal, be able to fight them; If fewer, be able to evade them; If weaker, be able to avoid them. - Sun Tzu
* Warfare is the art of deception. Thus although you are capable, display incapability to them. When your objective is nearby, make it appear distant; when it is far away, create the illusion of being nearby. - Sun Tzu, The Art of War"
:titles "Admiral, Brigade, Brigadier, Cadet, Centurion, Colonel, Commander, Commando, Conscript, Corporal, Field Marshal, Footman, Gamesman, General, Grunt, High Guard, Honor Guard, Infantry, Legionnaire, Lieutenant, Praetor, Praetorian Guard, Reserves, Royal Guard, Soldier, Soldier of Fortune, Strategist, Tactician, Vanguard"
:stat "Will"
:abilitymap
(abilitymap
"Airborne Assault"
(ability
:name "Airborne Assault")
"Amphibious Assault"
(ability
:name "Amphibious Assault")
:Besiege
(ability
:name "Besiege")
"Bomb Disposal"
(ability
:name "Bomb Disposal"
:reference
"* I'll tell you a dirty little secret. When you're in the middle of an explosion, it's the ultimate rush. - Haggerty, Obliterated
* Who has one thumb and just saved Las Vegas? This guy! - Hagerty, Obliterated")
"Close Assault"
(ability
:name "Close Assault"
:summary "* [Action]: If a [Vehicle] is adjacent to this unit, you may target the Top Armor. If the unit has explosives, it may target the Under Armor.")
"Combat Driver"
(ability
:name "Combat Driver"
:summary "* Experienced in fighting in a car.")
:Demolitions
(ability
:name "Demolitions"
:summary "* Experienced with setting up large explosives to destroy large structures.")
"Divide and Conquer"
(ability
:name "Divide and Conquer")
"Diversionary Tactics"
(ability
:name "Diversionary Tactics")
:Explosives
(ability
:name "Explosives"
:summary "* Experienced using various small explosives in combat.")
"Field Fortifications"
(ability
:name "Field Fortifications")
"Formation: Back to Back"
(ability
:name "Formation: Back to Back"
:summary "* [Formation]: Not strictly a formation, units with their backs against each other largely protect each other's back.")
"Formation: Cover"
(ability
:name "Formation: Cover"
:summary "* [Formation]: Not strictly a formation, units in Cover formation stay close enough together to protect each other's sides.")
"Formation: March"
(ability
:name "Formation: March"
:summary
"* [Formation]: Units move in columns.
* [+1 Speed]")
"Formation: Parade"
(ability
:name "Formation: Parade"
:summary
"* [Formation]: A showy formation designed to look good. Has no use in battle.
* [+ 1 Intimidation]")
"Formation: Phalanx"
(ability
:name "Formation: Phalanx"
:reference "* With his friends jostling and pushing on both sides and behind, and his enemies forming a solid wall in front of him, the hoplite had little opportunity for feats of technique and weapon skill, but great need for commitment and mental toughness. The hoplites had to trust their neighbors for mutual protection, so a phalanx was only as strong as its weakest elements. Its effectiveness depended on how well the hoplites could maintain this formation while in combat, and how well they could stand their ground, especially when engaged against another phalanx. The more disciplined and courageous the army, the more likely it was to win. The Greek word dynamis, the 'will' or 'ability to fight,' was used to express the drive that kept hoplites in formation."
:summary
"* [Formation]: Focuses on offense using Melee attacks with Reach.
* [Requires]: At least half must have Weapons with Reach 2+.
* [+1 Attack], [+1 Defense] from Front
* [-1 Defense] from Rear")
"Formation: Shield Wall"
(ability
:name "Formation: Shield Wall"
:summary
"* [Formation]: Uses shields to form a wall.
* [Requires]: At least half must have Shields.
+1 Defense from Front.")
"Formation: Skirmish"
(ability
:name "Formation: Skirmish"
:reference "Acting as light infantry with their light arms and minimal armor, they could run ahead of the main battle line, release a volley of arrows, slingshots or javelins, and retreat behind their main battle line before the clash of the opposing main forces. The aims of skirmishing were to disrupt enemy formations by causing casualties before the main battle, and to tempt the opposing infantry into attacking prematurely, throwing their organization into disarray. Skirmishers could also be effectively used to surround opposing soldiers in the absence of friendly cavalry."
:summary
"* [Formation]: Units move in loose shapes.
* [Requires]: Only [Light Infantry].
* [Move]: Ignore 1 [Terrain Penalty].
* [+1 Defense] vs Ranged or Large Units
* [+1 Defense] when in Terrain with Defense bonus
* [-1 Defense] vs Small Melee and Close Combat Units"
:titles "Skirmisher")
"Formation: Testudo"
(ability
:name "Formation: Testudo"
:image "Skills/Testudo.jpg"
:summary
"* [Formation]: Uses shields to form a shell around a unit.
* [Requires]: At least half must have Shields.
* [+2 Defense] vs Ranged
* Shields protect all sides
* Cannot Attack"
:titles "Tortoise Formation, Turtle Up")
"Formation: Tight"
(ability
:name "Formation: Tight"
:summary
"* [Formation]: Units stay tightly packed to maximize Melee defense.
* [+1 Defense] vs Melee and Close Combat.
* [-1 Defense] vs Ranged")
"Formation: Wedge"
(ability
:name "Formation: Wedge"
:summary
"* [Formation]: Units move in triangle and focus on breaking enemy formations.
* [+1 Retreat] Token if unit inflicts at least 1 [Retreat].")
:Fortifications
(ability
:name "Fortifications")
"Halo Drop"
(ability
:name "Halo Drop")
"Jump Suit Combat"
(ability
:name "Jump Suit Combat")
"Military Vehicle"
(ability
:name "Military Vehicle"
:summary "* Every vehicle unit is assumed to have this ability. Units that are not vehicles must take this ability for each vehicle.")
"Mine Clearing"
(ability
:name "Mine Clearing")
"Mine Laying"
(ability
:name "Mine Laying")
"Mobile Infantry"
(ability
:name "Mobile Infantry"
:summary "* Experienced with powered armor.")
"Orbital Halo Drop"
(ability
:name "Orbital Halo Drop")
"Parachute Assault"
(ability
:name "Parachute Assault")
:Sapping
(ability
:name "Sapping"
:reference "* If it was important, then they should have built it better. - Desert Naturalist, Runeterra")
"Space Combat"
(ability
:name "Space Combat")
"Urban Assault"
(ability
:name "Urban Assault")
"Wingsuit Combat"
(ability
:name "Wingsuit Combat"))
:specialtymap
(specialtymap
:Siegecraft
(specialty
:name "Siegecraft"
:summary
"* Besiege
* Fortifications
* Sapping"
:titles "Sapper")))))))
"Early Weaponry"
(chapter
:name "Early Weaponry"
:sectionmap
(sectionmap
"Early Firearms"
(section
:name "Early Firearms"
:itemmap
(itemmap
"Matchlock Pistol"
(item
:name "Matchlock Pistol"
:summary "1400s")
"Matchlock Rifle"
(item
:name "Matchlock Rifle"
:summary "1400s")
"Wheellock Pistol"
(item
:name "Wheellock Pistol"
:summary "1500s")
"Wheellock Rifle"
(item
:name "Wheellock Rifle"
:summary "1500s")
"Flintlock Pistol"
(item
:name "Flintlock Pistol"
:summary "1600s")
"Flintlock Rifle"
(item
:name "Flintlock Rifle"
:summary "1600s")
"Dueling Pistol"
(item
:name "Dueling Pistol"
:summary "1770")
"Brown Bees Rifle"
(item
:name "Brown Bees Rifle"
:summary "1700s")
"Percussion Pistol"
(item
:name "Percussion Pistol"
:summary "1800s")
"Percussion Rifle"
(item
:name "Percussion Rifle"
:summary "1800s")))))
"Modern Equipment"
(chapter
:name "Modern Equipment"
:sectionmap
(sectionmap
"Weapons of Mass Destruction"
(section
:name "Weapons of Mass Destruction"
:itemmap
(itemmap
"Agent Orange"
(item
:name "Agent Orange")
:Napalm
(item
:name "Napalm")
"Cluster Bomb"
(item
:name "Cluster Bomb")
"Smart Bomb"
(item
:name "Smart Bomb")
"Block Buster"
(item
:name "Block Buster")
"Bunker Buster"
(item
:name "Bunker Buster")
"Fuel Air Explosive"
(item
:name "Fuel Air Explosive")
"Naval Mine"
(item
:name "Naval Mine")
"Nuclear Bomb"
(item
:name "Nuclear Bomb")
"Fusion Bomb"
(item
:name "Fusion Bomb")
"Dirty Bomb"
(item
:name "Dirty Bomb")
"Nerve Gas Bomb"
(item
:name "Nerve Gas Bomb")
:MIRV
(item
:name "MIRV")
"Neutron Bomb"
(item
:name "Neutron Bomb")
"Plague Bomb"
(item
:name "Plague Bomb")
"Tactical Nuclear Bomb"
(item
:name "Tactical Nuclear Bomb")
"Tactical Nuclear Cruise Missile"
(item
:name "Tactical Nuclear Cruise Missile")
"Strategic Nuclear Bomb"
(item
:name "Strategic Nuclear Bomb")
"Nuclear Cruise Missile"
(item
:name "Nuclear Cruise Missile")
"Nuclear Ballistic Missile"
(item
:name "Nuclear Ballistic Missile")))))
"Advanced Weaponry"
(chapter
:name "Advanced Weaponry"
:sectionmap
(sectionmap
"Futuristic Weapons of Mass Destruction"
(section
:name "Futuristic Weapons of Mass Destruction"
:itemmap
(itemmap
"Spinal Nava Cannon"
(item
:name "Spinal Nava Cannon")
"Spinal Rail Gun"
(item
:name "Spinal Rail Gun")
"Spinal Wave Cannon"
(item
:name "Spinal Wave Cannon"
:summary
"* An enormously powerful energy cannon capable of enormous damage over a large
area."
:titles "Death Star Cannon, Wave Motion Gun"))
:unitmap
(unitmap
"Star Mine"
(unit
:name "Star Mine"
:summary "* Star Mines are basically Star Torpedoes that have been left floating in space near likely enemy traffic. The mines are smart and will only attack selected targets and can act as spy satellites by transmitting what their sensors are picking up. When given the order, the Star Mine rockets off toward its victim. Though inefficient in space because of the vast distances, they still can be effective by limiting an opponent's options or when used as traps at key locations."
:titles "Space Mine")
"Sentry Spy Satellite"
(unit
:name "Sentry Spy Satellite"
:summary "* Sentry Spy Satellites are small disposable surveillence satellites that are hidden in asteroid or debris fields to monitor activity and transmit that information back home. They are sometimes armed with a Star Torpedo for a surprise attack.")
"Star Torpedo"
(unit
:name "Star Torpedo"
:summary "* Star Torpedoes carry Nuclear weapons (tactical or greater). In space, nuclear weapons produce no shockwave, just intense radiation. Even direct hits are not guaranteed to pierce the diamond hard ceramic armor of modern warships, so penetration is critical.")
"Colony Drop"
(unit
:name "Colony Drop"
:reference "Mobile Suit Gundam")
"Planet Bomb"
(unit
:name "Planet Bomb"
:reference "Star Blazers, Starship Troopers"
:summary "* Asteroids or comets redirected to fall on a planet.")
"Plague Planet Bomb"
(unit
:name "Plague Planet Bomb"
:summary "* An enormous, genocidal planet bomb that releases a series of infectious diseases to infect a population. Victims do not immediately show signs of infection to maximize the contagion and paranoia.")
"Rage Planet Bomb"
(unit
:name "Rage Planet Bomb"
:summary "* An enormous, genocidal planet bomb that releases a series of parasites that turns infected creatures into rabid killers who spread the infection.")
"Famine Planet Bomb"
(unit
:name "Famine Planet Bomb"
:summary "* An enormous, genocidal planet bomb that releases a series of diseases that attack the food harvest of a planet attempting to break the food chain and cause mass starvation or force compliance.")
"Pestilence Planet Bomb"
(unit
:name "Pestilence Planet Bomb"
:summary "* An enormous, genocidal planet bomb that releases a series of parasites that infect insects, birds, and vermin. These creatures gain accelerated reproduction and high aggression to attack food supplies and the general population.")
"Terraforming Planet Bomb"
(unit
:name "Terraforming Planet Bomb"
:reference "Genesis - Star Trek II")
"Hellbore Planet Bomb"
(unit
:name "Hellbore Planet Bomb"
:summary "* A missile that detonates a series of shaped nuclear blasts to tunnel into a geological fault or a volcano where it attempts to cause a massive natural disaster.")
"Planet Buster"
(unit
:name "Planet Buster"
:reference "Anti-Matter Missile - Star Blazers"
:summary "* A missile designed to be part of a massive bombardment to shatter a planet's crust and return it to a molten state. Already unstable planets may break up into rubble.")
"Starkiller Missile"
(unit
:name "Starkiller Missile"
:reference "Sunshine"
:summary "* A missile designed to be part of a massive bombardment to disrupt the nuclear chain reaction in a star. This can result in massive solar flares, a cooling of the star, or cause the star to go nova depending on the age and size of the star."))))))))